Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Rofl, I'll check it out. @@Xycaleth: Yeah I have no idea what's going on there, both in Max & Noesis it appears fine. Can you check the hierarchy of the r_hand_plate? It should be linked to the r_hand.
  2. What like their own GLA seperate from the main GLA? If so, that won't work without a recompile of the model to point to a different GLA. You could try hex editing, but I never have so I have no idea if that will work.
  3. I might be still sick (was for a few days), but I'm not sure if I understand exactly what you're wanting to do?
  4. Only Populous is left now guys.
  5. @@eezstreet I can't PM you the key until you free up some message space.
  6. It could, but it would be piss poor compared to Garry's mod.
  7. A new map would be required considering most prop-looking objects are actually brushes.
  8. @@Xycaleth All 3. LOD0 (original model) LOD1 and LOD2. It's the same setup I used to export to GLM the conventional way, so everything should work.
  9. @@Ping No idea lol.
  10. It was done in 3ds Max, and I don't think its ready lol.
  11. Please tell me whoever animates this is going to use something other than dragon lol?
  12. I still have keys for: Red Alert 3 - Origin eezstreet Populous - Origin Dead Space - Steam Rosh Penin Burnout Paradise: The Ultimate Box - Steam Kessno Crysis 2 Maximum Edition - Steam Darth Futuza Medal of Honor - Steam Jango40 Mirror's Edge - Steam HLEV
  13. I think bounding boxes would be the biggest bitch here, but don't quote me on that. eez or someone would know more about that.
  14. I think you would find doing this on OpenJK would be better in terms of getting help for the rest of the assets. Yeah, the engine isn't exactly "1313" but you'd have more support here than trying to go it alone. The amount of animations isn't crazy and sounds very doable to me, just please no one use dragon for them rofl. At least use Mod Tool, 3ds Max or Blender.
  15. Models will work with full shader support, only it will be full bright aka what you get in modview. Just had this idea. For those wanting video in a menu: Instead of RoQ, perhaps a sequence shader? What's the maximum count you can have on those anyways I wonder... P.S Just trying to mention as many ideas as possible for you guys to consider.
  16. MB3 could have used someone like this guy to map, it would probably have a demo out by now lol. Still, I plan on watching this when its done.
  17. What sort of animations would you need for hydro ball? I know nothing about it, but it sounds like you wouldn't need a full redo of JKAs animations correct?
  18. I haven't seen an angle snap, everything just looks to be free of the grid snapping when rotating. Thing I noticed is that if you rotate multiple brushes at once, they have the issue of becoming deformed/partially invisible. So just watch out for that if you have to do it.
  19. One thing that annoys me is how large some weapons look on the player. The E11 should be just a tad smaller for example. Changes like this would require new weapon anims.
  20. So far, not impressed that I can't use it in mainMenu lol. While I haven't gotten it to fully work with a menu overlayed, it will still display the load map screen no matter what which just looks crappy lol. I think the only thing we can do here is add models ala JK2. The idea is there therfiles, but it's just not at a decent useable state with the code as-is.
  21. I have models working in the menus (like JK2) and it has like 0 noticeable load time. Perhaps you could utilise this somewhere?
  22. This is now fixed. Problem is, the JKA code will only allow GLM models to be loaded and nothing else including MD3. EDIT: Here's a pic showing the GLM version of the JK2 Logo:
  23. Why doesn't ITEM_TYPE_MODEL work in JKA? I've compared the JK2 & JKA code and there doesn't look to be any reason why it wouldn't work... (For those who don't know, this is how the JK2 Logo model is loaded in the menu)
  24. Well I've had no problems doing it, the game seems to ignore the extensions in MD3's and .skin files.
×
×
  • Create New...