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Tempust85

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Everything posted by Tempust85

  1. Giving exporting the imported GLA another go. This time I've split the 21000+ frames into two scenes with about 10000 frames each give or take. Hopefully the exporter + carcass won't have a fit :P

    1. katanamaru

      katanamaru

      May the Force be with you.

  2. Yeah I am, I have the ability to use 64bit 3ds Max but I don't have 2011 in 64bit flavour. Here's my little test with cloth sim: https://www.youtube.com/watch?v=3NJ7XKeF1Ww Here are my cape bones: This is my 'method 2' which I'm importing each animation one-by-one into 3ds max 8 (because there is no xsi 3.0/3.5 importer for max 2011), saving out the .xaf animation and loading it up in 3ds Max 2011. I have 'clean' game bones constrained to the imported animation (JKA anim source) bones so it will work with Archangel's exporter. What you see is the game-ready cape mesh, not the cloth sim mesh. My 'method 1' is converting the compiled JKA GLA to FBX using noesis and importing it into 3ds Max 2011. I then constrain 'clean' game bones to the imported bones from noesis. This method is flawed due to all the animations are in together thus making a VERY large export.
  3. I'm seriously thinking about getting one of these considering i can still buy one launch day.
  4. You may need to edit the sun position (if that's even possible) via the sky shader.
  5. The exporter progress freezes up but still exports. I hit esc to cancel and it was at 75% and 318mb. If I left it for a long time it prolly would finish, but carcass may not like lol.
  6. Ok so I've got ALL of JKA's animations into 3ds Max (21376 frames) and I've constrained 'clean' game bones to the bones with the animation. Now seeing how Archangel's exporter will hold up exporting 21376 frames into one file, otherwise it will be a big job to separate them all.
  7. Tempust85

    SP Ideas

    That'd save me having to try and allow more in the code.
  8. Nothing to really show off. I just need to find a good method to import JKA anims on this, hopefully the importer won't crap out lol.
  9. Anything new on this? I've been tinkering with my own cape cloth sim with fairly decent results.
  10. All I know is that brushes will crack if rotated freely. So if you haven't rotated anything, then I have no clue.
  11. Ok because I can't work out how to work github that well, can someone please add this fix in for SP: 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; //enable origin & angles to be set via radiant G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); //fixed to enable GLM model loading gi.linkentity (ent); Just replace the entire #if 1 part up until the #else in g_misc_model.cpp What it does: - Supports GLM model loading - Rotation & origin can be set via the entity as normal What it doesn't do: - Loading of .skin files. You will need to set up your model textures as you would when making an MD3 - Animation. I tried to get this to work but it didn't set animation per entity, instead it set it for all the misc_model_ghoul's in the map - Model scaling - Model is non-solid, so you will need to use clip brushes
  12. I *think* I've fixed misc_model_ghoul. Appears to have just needed gi.linkentity (ent); in void SP_misc_model_ghoul( gentity_t *ent ) inside file g_misc_model.cpp. However it doesn't work with .skin files (so it's just like MD3), scaling on the entity doesn't work and I have no idea if the models are being turned into BSP or they are loaded like misc_model_static. 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; gi.linkentity (ent); #else char name1[200] = "models/players/kyle/model.glm"; .......blah blah blah   I'd like someone who actually knows what they are doing (cuz I don't ) to check this out and perhaps add in model scaling support, .skin file support and what I'd also love to see is the ability to play animations for example: key "anim" value "BOTH_STAND1"
  13. I don't think Raven gave out the source for their effects editor, so someone would have to make their own.
  14. Ok so this is just a discussion about what would be the best method to implement vertex facial animations into JKA. It's been briefly talked about, but never really fully discussed to a point where there's a solid idea. From what I remember, source engine's method is to: - export out your character as you would (skin weights to a skeleton) to the uncompiled model format, SMD - export out a VTA file which stores vertex morphs Would this method be the best way (obviously different model formats for JKA), or does someone have another idea?
  15. Right now my dropbox is sufficient (managed to do those things to get 3.1GB), but if/when the mod grows too large I'll certainly take you up on the offer.
  16. You can move brushes with ref_tags via script. As to your rotating issue, I don't think there is a solid way to do it unless you can affect all entities within a group. Afaik, groups are for ease of use in the editor and have no real function.
  17. @@Xycaleth Taken from Noesis: carcass compiled Uploaded with ImageShack.us converter compiled Uploaded with ImageShack.us Also, it appears the GLM loader for Noesis has auto-welded any UVW seam lines as none are present.
  18. ioquake3 rend2 is being updated, not sure what they are doing to it though.
  19. Would be so good to have a XSI>>>FBX mass converter at some point, but we'll worry about that if/when we can make our own GLA's with this tool.
  20. Slowly but surely, narshaddaa is getting done. Just finished up an exploding walk way to force you to use an alternate route. :)

    1. Onysfx

      Onysfx

      Nice. Look forward to playing the demo.

  21. I can't for the life of me figure out blender or how to get my model over to it to even attempt an export.
  22. The hand plate can be fixed if I re-weight it, it's the incorrect weighting all over the mesh that's the big issue. Also, can you please add in a -scale cmd option seeing as ingame characters must be 0.64. 1.00 is 100% scale, 0.50 is 50% scale and so on.
  23. Is OpenJK not liking rend2 lol?
  24. Looks like armor they would use on the walking dead, but still cool nonetheless.
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