-
Posts
4,085 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Tempust85
-
-
Now that is just cloth sim right? Not a weighted mesh on bones that are moving?
-
How did you manage this lol? You got a contact at Raven?
Cough carcass /cough
Smoo likes this -
I can whip up a conversion table that will allow existing JKA models to run off the custom GLA. They won't have access to any new bones unless they are reweighed but they will be useable for sure.
katanamaru likes this -
Currently working on the intro so I can wrap up the beginning of the game.
-
-
Awesome! Now to tie some nulls to the cloth. This would go nicely with my custom GLA :
http://www.youtube.com/watch?v=MOtY56180D0
http://www.youtube.com/watch?v=w6L4TYFsRUQ
Sorry to highjack your thread, this will be the only time I'll post content here lol. We should totally join our efforts together. My custom GLA has a new set of facial bones, toes and all 5 fingers added back with all 3 segments too.
Btw, I've managed to work out the kinks in adding new bones to the existing animation source. No more GLAMerge like I posted in the 3ds Max plugin thread, just need to make sure every bone that has position data also has rotation data (ie it needs to rotate a smidge at least in order for the position data to be added at compile time).
-
I was also going to point out Max 6 wont load in windows 7, unless you have XP mode enabled on a pro version, or a virtual machine with XP set up and a lot of ram, normally it just wont launch
Interesting, I have Max 5.1 and 8 working on win 7 32bit with no virtual machine.
-
-
It should come up with an error in the console if it can't play a sound, but I converted it to a 44khz, 16bit mono mp3 file anyways.
None of my scripts are working for some reason. :S
In other news, I've done a temporary menu to skip character & saber select and just load the first level.
-
It still refuses lol.
-
Thanks for posting.
I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL.
With the bartender, still nothing
rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); }
Must be my entities then.
Here's a rundown of them:
-
SP.
Hmm, won't even load this script:
affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } }
I have a target_scriptrunner linked to a trigger_once that only the player can trigger.
-
I've replaced the blaster pistol with the bryar so that's taken care of.
Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start.
-
I'm trying to stop the saber from being added, it seems to be the default weapon. :\
-
-
Ah right, maybe openjk can have this fixed?
-
Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/
Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
-
Here's a very small amout of play:
http://www.youtube.com/watch?v=4maSbTKKp6I
Fullbright, no lighting was built.
Circa likes this -
-
I'm currently upto making the bar, trying to work out icarus lol.
-
I think it's ready to go. I've finished the weights, but couldn't do the eyes (face_dead look) as the face mesh doesn't match up properly. She can still talk and frown though.
TheWhitePhoenix and Circa like this -
I'll be sure to ask him for assistance if I can't get something done myself. I should be able to at least get a door to work right?.....
therfiles likes this -
Most required talent needed is level designing + scripting. I can do most everything else though.
-
Yeah I know, but I find it's faster to just texture sometimes rather than going through the process of importing/sculpting/texture exporting. I always use AO & cavity for my own creations (ie my original Stormtrooper for StarWars Battlecry), but this model doesn't have any crazy UVW co-ords so I can paint things alot faster and I don't have to worry about normal maps.
GTK texture question
in Modding Assistance
Posted
Use PNG when you have transparency, otherwise use JPG.![;)](//jkhub.org/applications/core/interface/js/spacer.png)