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Everything posted by Tempust85
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Valve's hammer can't be used, as the BSP version (and probably MAP version) created is different.
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Here's a test of both_walk1 using cloth sim baked onto the bones: http://www.youtube.com/watch?v=5nEv3J-PTDw This skeleton has: - 7 cape bones (5 center, 2 on each side at the bottom) - 2 front flap bones (down the center) - 2 back flap bones (down the center) - new set of facial bones (complete with all redone animations and others ie sad, angry, etc) - original facial bones for compatibility (only animated for all the baseJKA animations, not the new expressions I've made) - all 5 fingers with 3 segments - toes Removed bones: - ltail & rtail BaseJKA rigged models can still use this, provided there is a conversion table in the code. But without re-rigging, models won't have access to facial animations or any cloth simulation.
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Import the hs_dooku model.glm into your 3D package (3ds Max can do it & Blender I think), then delete all the other mesh objects that you don't want. Don't forget to give credit to Hapslash.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
It's the exact same code as 2010/2011 except for the changes for Unicode. Been using this "cheat sheet" for suitable Unicode versions of things: http://www.i18nguy.com/unicode/c-unicode.html -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Binary. I've googled Unicode white spaces to no avail and I've triple checked that I converted things over properly. No idea what's going on. :/ -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I plan on trying to compile against 2013 (heard 2014 can run 2013 plugins), as I made a fair amount of headway with the md3 exporter. The only problem I have is it writes spaces in the strings for mesh & texture name + path. Other than that, it works. -
Just had this thought: Have everyone post what they would want to see as a present (within reason) so then everyone has a list of what to make. Of course, just because you post it doesn't mean you will get it. What do you think?
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Cancelled my preorder. No games out I REALLY want to play and plus I don't like the reports of it overheating.
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Looking fantastic. The robe texture looks a bit too intense though.
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Looks as though the jaw could be in a slightly more relaxed state (just a smidge though). The eyes are the standout thing that's killing it atm, they look too wide open like he's just seen what Mr Slave did to Paris Hilton on Southpark.
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@@Asgarath83 No texture string is being written at all to your MD3 files. I haven't used the exporter for 3ds Max 5 nor do I have 3ds Max 5, so I can't help you there sorry.
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Submitted a more simpler version of the GLM importer for Max 2010/2011 and it's in english
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Version 1.0
227 downloads
********************************************** * GLM Importer for 3ds Max 2010/2011 * ********************************************** Original Code: sfhgp (http://sfhgp.users.sourceforge.net) Code edits: DT Recompile for 2010 SDK: DT Date: 1st December 2013 Max versions Supported: 2010 32bit & 2011 32bit Installation: ************** Place GLM_Import2010.dli in your 3ds Max 'plugins' folder -
Please upload your MD3 (from 3ds Max) so I can see what the file has for its texture path & name.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I'd love to have a play with the code in 2014 at some point. I nearly have the MD3 exporter working in 2014 (mesh exports), just can't find a way to stop it from writing out spaces. Example: "models/map_objects/blah" in Max 2011 turns into "m o d e l s / m a p _ o b j e c t s / b l a h" in Max 2014. -
STAR WARS JEDI KNIGHT IV ROSH DIES
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I got no clue as to what's different in the Mac version. :\
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@@Circa Nothing looks different at all, can you please upload the other .menu files?
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Sometimes laziness is a domino effect. If a few people don't feel like working on a project anymore out of laziness, then the others could be like "well they've stopped, so why should I continue?"
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The HUD .menu file(s) and all the HUD textures (incase they are resized) please.
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Maybe we could do a copy paste of the menu files from the Mac version?
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Yeah that can be done, and you could prolly squish the HUD images this way ">>>>| |<<<<" as well.
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ROQ: Problem is, JKA only supports a certain height & width (512x512 I think). Would be better I think if there were 'black bars' added via code to the sides when playing ROQ's in 16:9. Tbh, someone should give OpenJK proper widescreen support.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I now have 32 and 64 bit 2011, so send me both if you like. -
Stupid unicode adding spaces between each letter of the texture name....sucks because otherwise Max 2014 would be able to export MD3