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Tempust85

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Everything posted by Tempust85

  1. What prevents it is a coder with the knowledge and time.
  2. How many errors are left if you strip out the morpher code? And are you compiling for 32 or 64bit?
  3. Guys please keep on topic. The largest so far is 61mb.
  4. Damn I wish a coder would come along and make an updated renderer for openjk. Can't remember how many times I've tried to get ioq3 rend2 working lol. I'd pay someone to do it if I had the cash.
  5. No ingame cutscenes, I've got the converted videos set up instead.
  6. Been a while, but here we go: - Structure & textures: 90% - Details: 75% - Lighting: 65% - Doors/lifts working: 100% - Item placement & NPCs: 90% - Ambient Sounds: 50% - Level Music: 100% - Secret Areas: 0% - Vis: 90% I've also added: - goodie crates throughout the level, mostly contain useable bacta like JK2. - skiff flies towards the player, stops and NPCs attack you. Then upon killing all NPCs, the skiff will slam into a wall and explode. There are some cool things that I could show off, but I'm going to hold off until they are in a more finished state.
  7. Sprucing up Nar Shaddaa, and adding goodie crates. :D

    1. Onysfx

      Onysfx

      good...GEWD!

  8. You could bind keys to playermodel blah, but I dunno how you would only have those key binds for proxy though.
  9. Honestly, tfu2 has a closer resemblance to witwer.
  10. Nah it will be JKA jump. I'm more so trying to copy the video than the level from JK1. The next level you descend into the rest of the tower which isn't a palace.
  11. Using the imp protocol for the moment as a placeholder. I'll upload a video hopefully in the coming days of the current area I'm working on, it looks pretty cool if I do say so myself.
  12. Hey @@Archangel35757 Do you have any plans to compile this for 2014? If not, that's cool but would you mind if I did (once I get 2014)?
  13. This is your best head yet I think Chalk, well done. I haven't really worked in Zbrush for any game that doesn't have normal maps, but here's what I would do with my limited knowledge (been ages since I've used Zbrush): - Use decimation master to get it down to a useable poly level then export to OBJ - Import into XSI, then conform your low poly mesh to it - Do a cavity/AO/color bake onto the diffuse I'm thinking you will need to increase the tri count of the face a fair bit to preserve some necessary shadowing otherwise it won't really look anything like your work in Zbrush. Perks of modding JKA lol.
  14. First off, I put roq.exe in C:\DF2Mod\Converted_Videos\ just easier to work with a few files than alot. Now add the below text into a text document where you will call it <yourfile>.param INPUT_DIR C:\DF2Mod\Converted_Videos\DF2_Intro FILENAME DF2_Intro.roq SOUND DF2_Intro.wav INPUT DF2_Intro-*.tga [0000000-0004303] END_INPUT INPUT_DIR - This is where you store all your sequenced textures FILENAME - This is the RoQ output filename you want SOUND - Sound file to include, must be in the same directory as roq.exe INPUT - Leave this as-is, this tells roq.exe to load the images below. DF2_Intro-*.tga [0000000-0004303] - This is the image sequence name. I'll break it down below: END_INPUT - Leave this as-is, this tells roq.exe that the loading of images is finished. DF2_Intro- is the base name for all the sequence files.The little * indicates where the sequence numbers start in each of the image filenames.[0000000-0004303] is the sequence numbers part of the image filenames and also lets roq.exe know the range, ie what image it starts with and what image it ends with. Everything inbetween will be processed.So what you want your images to look like is DF2_Intro-0000000.tga, DF2_Intro-0000001.tga, DF2_Intro-0000002.tga, DF2_Intro-0000003.tga, DF2_Intro-0000004.tga and so on. I usually have roq.exe running of a .bat file which looks like this: roq.exe DF2_Intro.param pause The pause simply allows the cmd window to stay open until you press a key. This is usefull when some programs have errors but they close before you can see them. I'm never good at explaining things, but hopefully this helps. P.S I *think* roq.exe can process MPEG videos, but I have no idea and I wouldn't use it anyway as it's not a lossless format.
  15. Looks great. This is Unleashed 1.5, or is it different?
  16. Lovin' this, great work!
  17. This should be your primary reference to nail down the shape: The lighting used hits just about everything you need to look at.
  18. So any takers?
  19. Tempust85

    Bith

    Looks great, but the pants and boots could use more detail. Also, what Circa said.
  20. I've just managed to fix the source code for the MD3 exporter that works for max. I'll be recompiling it for 2010 which will work for 2010 & 2011.
  21. Forgot to mention you force push the "goodie door", rather than walking upto it and using it.
  22. Ok redoing the lighting:
  23. Hmm, this only happened when I was putting brushes on the culled side of the patches to stop leaks.
  24. Solution:
  25. Notepad ++ can be used, though I really don't recommend it. Just get OpenJK, cmake & visual studio.
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