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Tempust85

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Everything posted by Tempust85

  1. 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?
  2. 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.
  3. 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?
  4. 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.
  5. Jesus, I just took out my skybox that I put to encase the entire map and my vis went from 10,000 down to like 5,500 and doesn't take minutes to compile....

    1. Show previous comments  1 more
    2. CaptainChar

      CaptainChar

      its cause it doesn't have to rendor all that empty space now

    3. Onysfx

      Onysfx

      He stopped the skybox from taking ovah.

    4. Tempust85

      Tempust85

      Yeah, I didn't think of it like that until yesterday lol. One day I'll learn it all! :D

  6. 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.
  7. 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?
  8. Just locked up one door in my map, displays a message if you don't have the key as well. :)

    1. CaptainChar
    2. Onysfx

      Onysfx

      Good, very good...GEWD!

  9. @@eezstreet I can't PM you the key until you free up some message space.
  10. It could, but it would be piss poor compared to Garry's mod.
  11. A new map would be required considering most prop-looking objects are actually brushes.
  12. @@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.
  13. It was done in 3ds Max, and I don't think its ready lol.
  14. Please tell me whoever animates this is going to use something other than dragon lol?
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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.
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