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Tempust85

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Everything posted by Tempust85

  1. Yeah it does. It's the same scene file I used to make my Stormtrooper that I uploaded here. I may get a warning or two, but nothing goes to or over 1,000 verts.
  2. You should add a way to choose which xsi format to export as, would be pretty cool. EDIT: Dialog disappears fine, but then max crashes. Still get a proper file though. Also, a small little thing on the date & time: SI_FileInfo { "3ds Max Scene", "Jon", "Fri Jan 10 14:15:21 2014 ", "3ds Max 2011", }
  3. Do MDR & IQM even work? The assets & the community don't use them, maybe just dump em? EDIT: MD3 normal maps aren't working. In ioquake3, I can use rgbgen vertexlit and it works fine. Tried it with OpenJK and didn't work, so then I tried rgbgen lightingdiffuseEntity and still nothing. That and specular doesn't look to be working at all, even on the map textures. I'm also not convinced that normal maps for Ghoul2 are working as they should. A feature request I'd like is a way to flip any of the R G B channels of a normal map via the .mtr shader rather than having to manually flip the channels in photoshop all the time.
  4. It's easy enough to add new bones to the existing skeleton, only the new bones will need to be animated. But it's easy enough to add back bones like: all 5 fingers with 3 segments and the toe bones (one on each foot). Changing the amount of bones will render existing models unusable UNLESS there is a conversion table in the code or they are simply re-compiled against the new GLA. What some people don't realise is - JKA's GLA is a mix of JKA animations & a lot of JK2 animations. The JKA animations had extra bones compared to the JK2 animations which carcass just puts in the new bones in every single animation regardless if it's in every one of the source files. The new bones will animate in the JKA animations, but not in the JK2 animations.
  5. What's left to be done on rend2 before it's deemed ready for use by modders?
  6. You should focus on fixing proportions & adding detail before even thinking about painting. Otherwise, you'll be going back and forth redoing this and that like a mad man.
  7. This is only available in OpenJK.
  8. Yeah, solid gray. All the details you see are done via the normal map. @@eezstreet It doesn't match what I get in 3ds max 1:1 for some reason, could be the glsl shader or something I dunno much about that stuff. Here's the pic from max: I tried to mimic the lighting as much as possible without spending hours lol.
  9. Are you going to use normal mapping with this @@ChalklYne ?
  10. Here's TFU Darth Maul head (as the player model) in OpenJK rend2 with a solid gray diffuse texture to show off normal mapping: The normal map isn't that great, but it serves its purpose here. Now to start making content with normal maps in mind....
  11. Projects like this really need rend2.
  12. Well right now, I'm fighting these issues: - filename & extension aren't written, instead get a file called "C" - only the first letter of any object in the scene gets written - plugin crashes max when exporting geometry data - no material names are written, which doesn't exactly matter for JKA Apart from these things, the rest looks to be in working order.
  13. What's the current state of rend2?
  14. Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files.
  15. Woot! Just downed Garrosh Hellscream! :D

    1. Show previous comments  5 more
    2. eezstreet

      eezstreet

      I play on ExcaliburWoW, which is a BC server, patched right before LK came out. It's realy good. AstralSerpent can attest to this.

    3. MoonDog

      MoonDog

      A private server? I never got to mess with one of those. I was in one of those top 50 US raiding guilds all the way up till when I quit. After I quit, I realized it was just like having a second stupid job.

    4. eezstreet

      eezstreet

      They're a lot better. No stupid subscription. Some have double or triple XP to cut down on the grind.

  16. I don't think it's ready yet, but could be wrong.
  17. Wait until OpenJK has rend2 (renderer from ioquake3) fully implemented. It has a good amount of features, which I'm sure will suit most of your needs.
  18. I have no interest in continuing this unless some mappers join the cause.
  19. Well I WAS planning on getting back to Maul, but it's been so damned hot the past few days :\

    1. Show previous comments  6 more
    2. MoonDog

      MoonDog

      It's actually super warm today at -1C. It's supposed to be around -28C the rest of the week

    3. Circa

      Circa

      Blizzard is on it's way here tonight. We already have 5 inches of snow. Supposed to get 6-10 more. Gotta love the US Midwest!

    4. Tempust85

      Tempust85

      Was a scorcher here in Queensland yesterday, 43C in some areas.

  20. @@Pande Yeah I use 3ds Max. I could modifiy the JKA skeleton to JKG's liking (adding any bones you want), and compile it with the current JKA source animations into a GLA. Now only the new bones won't animate, all the others will (ie legs, arms, torso, head). I can write a conversion table for JKG's code so JKA rigged models can use this new GLA, but it will overwrite JK2 model support (unless an experienced coder can make 2 conversion tables exist).
  21. That's true. I'll take a look after I finish maul. How's JKG doing with animation? Last I saw, pande was modifying the JKA GLA in blender. I read something about soon to be standalone? That would mean a new animation set.
  22. If other areas get more staff, I may just come back and redo those shitty models I made.
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