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Tempust85

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Everything posted by Tempust85

  1. So I'm taking a small break from nar shaddaa atm, and using the time to see what's useable from the original DF2 mod. This level is bascially ready, I'm just making it look a bit more like the cutscene and adjusting a few things: I'm only responsible for: - chair model - table model - adding fire to the statues, and making it flicker - floor edits - lighting tweaks The rest of the credit goes to the original DF2 mod team.
  2. 8t88 character model. The original DF2 mod never made one and there isn't one out there at all for JKA. It would really help me out if someone could make this for me, that way I can concentrate on the rest of the mod.
  3. Does anyone feel like making 8t88?
  4. No it won't, they already said they are going for less CGI than the prequels.
  5. I can easily, but I'm wanting to test out Xycaleth's FBX to GLM converter more extensively. Otherwise, I'd just use MD3. Plus, it's good to know that misc_model_ghoul DOES NOT WORK lol. It needs to work the same as misc_model_static (calling models rather than turning them into BSP), just able to play any ghoul2 animation. And no, GLM won't work in misc_model_static as there is an MD3 check in the code. Commenting this out doesn't make the model load anyways.
  6. It honestly depends what you want to work with. If you've used Gmax and really like it, then I'd go with 3ds Max. If you haven't, get both (3ds Max no later than 2011 at this time for xsi exporting) and see what you like more.
  7. Awesome, thanks guys.
  8. @@mrwonko @@Pande Do you guys know what this warning could be about?
  9. Nice, we have around about the same setup though I run core i3 first gen. Make it eat Rosh in the JKA Gold Pack.
  10. What's your rig like to be able to handle that much quality? I always struggle to have a full size model when sculpting in any program. :S
  11. Ok some bugs: - There has to be another mesh object (whether it's a LOD or just another object) in the exported FBX that isn't connected to the original models hierarchy or it will come up with "failed to create GLM". - I can't seem to get it to compile all 3 LODs when not testing out on a player model. Is there a certain amount of model parts required or a certain number of triangles/vertexes the original model needs to be to allow all 3 LODs to be generated? These things aside, it looks to generate a world weapon model that matches the MD3view generated ones. EDIT: Here's a pic of the e-11 with no scope: (I edited the ASCII FBX file to point to the correct texture path)
  12. @@Xycaleth Ok it works with both ASCII & binary versions of FBX. It's grabbing the full filename and path (C:\blah\blah\) when we need the material name that the user can input themselves so it will work with JKA. Below is the ASCII version of the file, and it looks to have the material name here (I inputted myself in 3ds Max) for each object: ;Material::models\players\dt_stormtrooper\bodysuit_D.tga, Model::hips C: "OO",437751040,1555348056 So if you could have it grab the texture path & name from the material name, that'd work nicely. EDIT: Btw I re-weighed the r hand plate and it's now fixed and looking fine.
  13. Yeah, doesn't work in SP either lol.
  14. I get this in the console when loading my map. What does this error mean, and how can I fix it? Google has a quite a few different explainations. :\
  15. I find it's better to work with sequenced images in a folder & a seperate .wav file, I like more control over what I'm doing. If you need to convert a video to sequenced images, use tMPGenc. It's also a video editor. RoQ.exe also likes tga's better that bmp's in terms of keeping quality.
  16. Use roq.exe if you want correct colors and the highest quality. It's what I use and I swear by it over QVM any day.
  17. I'll try and find the hoth trooper I made for mb2 for you.
  18. That just makes the XYZ axis show up. I've triple checked the paths are correct... :\
  19. I put in this on either entity: model models/players/kyle/model.glm OR model models/weapons2/blaster_r/blaster_w.glm Same thing I do with MD3 with misc_model, but it's just not working for GLM.
  20. Any ghoul2 model, whether it's a custom-made prop model or a weapon or even a player model. Nothing will work. :\
  21. Yep, doesn't load anything.
  22. Ok so adding a misc_model_ghoul doesn't seem to make a ghoul2 model appear in my map. Has anyone actually had a ghoul2 model in there map besides an NPC?
  23. One feature that will be very important if/when you implement bones & animation is an adjustable model scale. Replaced the blaster rifle model just to see if the model would load up ingame: No textures shown as the ghoul2 models for weapons must store their texture names internally and not use a .skin file like normal ghoul2 models. EDIT: @@Xycaleth It honestly looks to work fine except not storing texture info in the GLM like what you would get with a weapon GLM model made with MD3view. I think the only way for this to get good use is when you add bone & animation support, as for some reason you can't add GLM models to maps. :\ On the topic of animation support, it would be very helpful to allow XSI file processing so people can work with the Raven animation source files.
  24. You sure LOD0 didn't get messed somehow when you fixed up LOD1 & 2? The r hand plate is exactly the same as the other LODs in terms of pivot, hierarchy and skin weights so I honestly have no clue what happened. Does it do it for both the Y up & Z up versions?
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