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Everything posted by Tempust85
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<Link for demo removed> This project will be put on hold until a few level designers are willing to help out.
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Adding a DF2 Beta Demo to my dropbox. Will post the share link when done.
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Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
Another idea besides vertex animation - Facial animation scripting. Setting up facial expression animations (with a complex facial bone setup) similar to what is already available in JKA currently but a lot more of them and more detail. Then have a 3rd party lip-syncing program that will allow the user to map facial expressions (for a voice audio clip) to a script file. This script file is then loaded by the game (possibly using ICARUS). A nice lip-syncing program feature would be an "auto create" which will attempt to auto map facial expressions for a voice audio clip. Then the user can just manually edit the parts that don't quite match up. -
Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
This is an example of a static head model attached onto an animated body: -
Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
That would look very odd as it would have to be an MD3 head bolted onto a GLM neck/body. You would clearly see where the head is bolted on. -
If you have 3ds max 2010/2011 32bit, I suggest you use the md3 exporter I fixed up that's available on this site.
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Upload your MD3 for us to look at.
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The fixed misc_model_ghoul (GLM) entity will have the same texture method as MD3, it won't work with animation or .skin files. I would just do what Psyk0Sith said as a fix, or use the MD3 exporter for 3ds Max 2010/2011 32bit.
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Softimage XSI Modtool, 3ds Max, Blender (I think) and of course if you're really desperate there's Dragon.
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I don't know about entities, but loading a savegame will re-run scripts. Very handy to edit scripts on-the-fly.
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Yeah I think just add in the scale stuff I posted above and call this entity fixed. Can always make a new NPC and use NPC_spawner to load it up if people want to use multiple skins and use animation.
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Added modelscale & modelscale_vec. Tested and working: void SP_misc_model_ghoul( gentity_t *ent ) { #if 1 ent->s.modelindex = G_ModelIndex( ent->model ); gi.G2API_InitGhoul2Model(ent->ghoul2, ent->model, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0); ent->s.radius = 50; //DT EDIT: enable origin & angles to be set via radiant G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); //DT EDIT: enable modelscale & modelscale_vec to be set via radiant qboolean bHasScale = G_SpawnVector("modelscale_vec", "0 0 0", ent->s.modelScale); if (!bHasScale) { float temp; G_SpawnFloat( "modelscale", "0", &temp); if (temp != 0.0f) { ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] = temp; bHasScale = qtrue; } } if (bHasScale) { //scale the x axis of the bbox up. ent->maxs[0] *= ent->s.modelScale[0];//*scaleFactor; ent->mins[0] *= ent->s.modelScale[0];//*scaleFactor; //scale the y axis of the bbox up. ent->maxs[1] *= ent->s.modelScale[1];//*scaleFactor; ent->mins[1] *= ent->s.modelScale[1];//*scaleFactor; //scale the z axis of the bbox up and adjust origin accordingly ent->maxs[2] *= ent->s.modelScale[2]; float oldMins2 = ent->mins[2]; ent->mins[2] *= ent->s.modelScale[2]; ent->s.origin[2] += (oldMins2-ent->mins[2]); } //DT EDIT: fixed to enable GLM model loading gi.linkentity (ent); #else blah blah............. So misc_model_ghoul can be used for static ghoul2 models. If you want animated ghoul2 models, use NPC_spawner and a spawnscript to play an animation.
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bounding box: I don't think it will be a problem at all. Afaik, the bounding box is the entire player model, not just individual parts. However, I'll let a coder give a definitive answer about this. simcloth 3: Tried simcloth 3, made things a lot more difficult tbh and didn't exactly work. The cloth modifier is working very well, so I see no need to swap it out with something else.
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The stock standard cloth seems to give the best results. I've tried reactor & APEX, but they aren't working to my liking.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
No rush. -
There are of course a few animations that would require some manual keying in certain places. I have the simulation blended with skin weights to keep it from free flowing out of control.
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Please upload your .map file so we can take a look, we are kind of shooting in the dark atm with ideas on how to help.
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What I'm going to do is import ALL the source animations into 3ds Max 8 and save out scene files to kick this off. 90 down, 1,030+ to go.
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I've decided to release a 1 level "beta demo" to attract more help. It has taken me AGES to finish the first level, and the overall mod will be in peril if I don't have help from mappers. I'll put a few more touches on the first level then it should be good to go.
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I bet you wouldn't rofl! Well here's an update on my side of things: - carcass accepts VERY large xsi files, so yay! - the cape sim isn't behaving well using the 'method 1' I mentioned earlier (due to the amount of sudden acrobatics), so may have to go the 'method 2' route. What I think would produce the best results is 'method 2' (one animation at a time) which I would need your help @@Psyk0Sith and between the two of us, we could pull it off. Just send me your max file when your simulation stuff is complete.
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You might be able to add light source to a glass shader for your windows, and still keep transparency.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
A workaround for now (until a proper fix can be made) would be a close button on the progress dialog so we can at least manually close it. I've ended up with 12+ unclosed dialogs in one max session lol. -
Lol. I managed to grab a ps4 from jb hi fi in time for xmas.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Sorry I meant 2010, I use it in 2011. The file is created fine, just the progress dialog doesn't disappear when cancelled or it finishes exporting normally. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
The 2011 32bit exporter progress hangs after I exported a VERY large xsi file.