Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Ok so this is just a discussion about what would be the best method to implement vertex facial animations into JKA. It's been briefly talked about, but never really fully discussed to a point where there's a solid idea. From what I remember, source engine's method is to: - export out your character as you would (skin weights to a skeleton) to the uncompiled model format, SMD - export out a VTA file which stores vertex morphs Would this method be the best way (obviously different model formats for JKA), or does someone have another idea?
  2. Wrong forum section.
  3. Right now my dropbox is sufficient (managed to do those things to get 3.1GB), but if/when the mod grows too large I'll certainly take you up on the offer.
  4. You can move brushes with ref_tags via script. As to your rotating issue, I don't think there is a solid way to do it unless you can affect all entities within a group. Afaik, groups are for ease of use in the editor and have no real function.
  5. @@Xycaleth Taken from Noesis: carcass compiled Uploaded with ImageShack.us converter compiled Uploaded with ImageShack.us Also, it appears the GLM loader for Noesis has auto-welded any UVW seam lines as none are present.
  6. ioquake3 rend2 is being updated, not sure what they are doing to it though.
  7. Would be so good to have a XSI>>>FBX mass converter at some point, but we'll worry about that if/when we can make our own GLA's with this tool.
  8. I can't for the life of me figure out blender or how to get my model over to it to even attempt an export.
  9. The hand plate can be fixed if I re-weight it, it's the incorrect weighting all over the mesh that's the big issue. Also, can you please add in a -scale cmd option seeing as ingame characters must be 0.64. 1.00 is 100% scale, 0.50 is 50% scale and so on.
  10. Is OpenJK not liking rend2 lol?
  11. Looks like armor they would use on the walking dead, but still cool nonetheless.
  12. Ok now I'm getting the model to work with the GLA. New issues now though. Exported from the exact same scene file: Carcass compiled FBX2GLM compiled As you can see, there are splits in the model which is making me think that it's not keeping the 4 bone influence for weighting. The fingers are also very skewed.
  13. Problem is, that's for ambient sounds and afaik only 1 soundset can be played at a time.
  14. The mod itself is only 200mb, it's the source files that I'm also uploading. But with googledrive I have 15GB so problem solved, thanks guys.
  15. When this is all working, I'll do up a small how-to-export. This will be so sweet, now any 3ds Max/XSI/Maya can practically export character models for JK2/JKA including 2014 versions.
  16. I'm asking for referrals on here, as everyone else I know either don't use it or already use it. I'll check out googledrive, thanks.
  17. I'm using a fresh GLA from base JKA, and exporting the exact same FBX file as I sent you for testing. If I specify an invalid path to the GLA then nothing will compile so it must be getting the correct path, just not doing anything with the GLA.
  18. Ok since Megacloud looks to be dead I'm now using Dropbox for this project's source files & game files. Thing is, I only have 2.5GB of space on my account.
  19. I think it's misc model ammo rack. There should be options you can set to spawn things in it.
  20. I personally think all of them look ridiculous for JKA, so my vote is none lol.
  21. Yeah and still only model_root. I had a look at the GLM and the GLA looks to be mentioned, just no bones.
  22. Yeah, the converter & FBX are in my base folder and the GLA is in models/players/_humanoid/_humanoid.gla. The converter is setting each mesh object to be weighted to model_root. I've tried different FBX versions and tried ASCII as well and no difference.
  23. Lol yes, it won't compile unless there is a GLA to point to. Tried this: fbx2ghoul2.exe -anim models/players/_humanoid/_humanoid.gla models/players/dt_stormtrooper/stormtrooper.fbxAnd This: fbx2ghoul2.exe -anim models/players/_humanoid/_humanoid.gla stormtrooper.fbxIn a bat file, no errors come up and it appears to compile fine.
  24. @@Xycaleth I'm only getting "model_root" bone used for my stormie, the same file I exported for you to test with. It's ignoring every other bone.
  25. Yeah it would. Still a neat feature to have methinks, but I have no idea how hard it would be to add support.
×
×
  • Create New...