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Tempust85

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Everything posted by Tempust85

  1. It would be a nice feature for future modders and there are many things you could do animation-wise that would look pretty cool. You could for example have a mod where you can make your character thin, heavyset or somewhere inbetween.
  2. Yeah individual bones, but that would require a ghoul2 version bump right?
  3. Great progress so far. I noticed that when I hover over menu buttons, the colors change on the player model.
  4. I was just thinking. Would it be possible to add bone scale support to the ghoul2 format? For example, you set a bone's scale via key frames as you do with position & rotation. While on the topic of adding things, are jiggle bones a possibility?
  5. If you import a GLM, the splits are there as they are ingame so it's not the renderers fault. The problem is either the dot xsi 3.0/3.5 format or carcass itself.
  6. Doesn't matter if you break the model at the UV seams or not, there will always be a seam line where you don't want it. @@Xycaleth Looking great! What's up with the lradiusX & rradiusX bones? They look a bit odd lol.
  7. Working on a few secret areas while finishing up details.
  8. Might be a good idea to post on the MB2 forums about this.
  9. The skin isn't that great and I think you could do a better version of it Chalk.
  10. I use 1.5 on win 7 64bit and my textures are fine. Check your project paths are correct to the gamedata folder.
  11. All I know is that's a reskin of toshi's Luke.
  12. I don't have Windows 8, but I'd try GTKradiant 1.6 and see if it works properly.
  13. Been trying to get the MD3 exporter & GLM Importer to work with 2014 (64bit only) and they've changed things. So I think 2012 may be the last supported version for this plugin, unless Archangel or someone else know what to do.
  14. Have a look at my Stormie's shader code, I controlled the gloss to not hit dark areas while still allowing specular to work as normal.
  15. This has been asked so many times, that all I'm going to say is google Q3map2.exe usage.
  16. This will have the same problem as the recreation project - animations.
  17. Half of the lighting credit goes to the first DF2 Mod team, I just tweaked it.
  18. I'm trying not to use the majority of JK1's sounds. Think JK2 Nar shaddaa, but a different part of it.
  19. I don't think it's possible with the existing code to bolt a weapon (or anything) onto a character unless it's in-game to grab the player chosen saber model via "isSaber". All you can do afaik is load up models separately.
  20. Already setting that up, I have so far 2 areas where pod cars will go past complete with sound.
  21. Still working on NPC placement due to adding more details in.
  22. Why make a new one if there's nothing exactly wrong with the current head? The only way to get a more closer Luke is to wait for rend2.
  23. Misc_model - turns model into brushwork at compile time Misc_model_static - loads a md3 model at level load ingame Misc_model_breakable - used for destroyable models or moveable models
  24. The npcs are: Weequays with bowcasters (used sparingly) Trandoshans with repeaters (used sparingly) Rodians with blasters Gran shooters/boxers/bombers Mercs with blasters Mark1 droid reskin (boss)
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