Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. I don't have Windows 8, but I'd try GTKradiant 1.6 and see if it works properly.
  2. Been trying to get the MD3 exporter & GLM Importer to work with 2014 (64bit only) and they've changed things. So I think 2012 may be the last supported version for this plugin, unless Archangel or someone else know what to do.
  3. Have a look at my Stormie's shader code, I controlled the gloss to not hit dark areas while still allowing specular to work as normal.
  4. This has been asked so many times, that all I'm going to say is google Q3map2.exe usage.
  5. This will have the same problem as the recreation project - animations.
  6. Half of the lighting credit goes to the first DF2 Mod team, I just tweaked it.
  7. I'm trying not to use the majority of JK1's sounds. Think JK2 Nar shaddaa, but a different part of it.
  8. I don't think it's possible with the existing code to bolt a weapon (or anything) onto a character unless it's in-game to grab the player chosen saber model via "isSaber". All you can do afaik is load up models separately.
  9. New PC running 64 bit windows 7, slowly reinstalling everything

  10. Already setting that up, I have so far 2 areas where pod cars will go past complete with sound.
  11. Still working on NPC placement due to adding more details in.
  12. Why make a new one if there's nothing exactly wrong with the current head? The only way to get a more closer Luke is to wait for rend2.
  13. Misc_model - turns model into brushwork at compile time Misc_model_static - loads a md3 model at level load ingame Misc_model_breakable - used for destroyable models or moveable models
  14. The npcs are: Weequays with bowcasters (used sparingly) Trandoshans with repeaters (used sparingly) Rodians with blasters Gran shooters/boxers/bombers Mercs with blasters Mark1 droid reskin (boss)
  15. Regarding levels. I can get models in ioquake3 to show off normal mapping in existing maps but when I try it on a wall texture, it just disappears so not sure what's going on there. I can't seem to get a dynamic sun working either with the info ioquake3 provided. :\
  16. I've mixed it up a little with weequays and mercs. I disabled weapon dropping for anything but explosives so you can't get a bowcaster on level 1.
  17. Just compiled Modview & Assimiate's code for VS2010 while fixing Assimilate's Ghoul2 version not being 6...

  18. I didn't see any Gamoreans in the first level, I think they are in the 2nd.
  19. Coded part I'm not sure of, seeing as I can't do such modifications myself. Model + animation though I can do.
  20. I can put in a 3d scene (not a map) but it won't have any lighting so I would have to bake shadowing onto the textures. It is doable though. Or I could just make it a video.
  21. When the demo is out and if I get a "You can't use those videos" then I'll do cutscene work. But, it won't be as good as the videos in terms of movement and it might end up losing that "DF2 feel".
  22. I've played around with normal mapping and specular in ioquake3, if I'm of any use let me know.
  23. Looking very cool! Anyone can do what they want with my work, so long as I get credit for the original. You could stick a flag up his butt and I'd approve. I was making a sand trooper but I ran out of time due to starting on DF2 mod.
  24. NPC would be a lot better, just surround it with "do not enter" brushes to keep it still but able to attack. The mark1 droid has destroyable parts you could see how it's done. If done right, this will look awesome.
×
×
  • Create New...