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Tempust85

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Everything posted by Tempust85

  1. Valve's hammer can't be used, as the BSP version (and probably MAP version) created is different.
  2. 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.
  3. 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.
  4. 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
  5. 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. :/
  6. 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.
  7. 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?
  8. Cancelled my preorder. No games out I REALLY want to play and plus I don't like the reports of it overheating.
  9. Looking fantastic. The robe texture looks a bit too intense though.
  10. 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.
  11. @@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.
  12. Submitted a more simpler version of the GLM importer for Max 2010/2011 and it's in english :D

  13. 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
  14. Please upload your MD3 (from 3ds Max) so I can see what the file has for its texture path & name.
  15. 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.
  16. I got no clue as to what's different in the Mac version. :\
  17. @@Circa Nothing looks different at all, can you please upload the other .menu files?
  18. 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?"
  19. The HUD .menu file(s) and all the HUD textures (incase they are resized) please.
  20. Maybe we could do a copy paste of the menu files from the Mac version?
  21. Yeah that can be done, and you could prolly squish the HUD images this way ">>>>| |<<<<" as well.
  22. 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.
  23. I now have 32 and 64 bit 2011, so send me both if you like.
  24. Stupid unicode adding spaces between each letter of the texture name....sucks because otherwise Max 2014 would be able to export MD3

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