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Tempust85

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Everything posted by Tempust85

  1. 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.
  2. I have models working in the menus (like JK2) and it has like 0 noticeable load time. Perhaps you could utilise this somewhere?
  3. 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:
  4. 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)
  5. Well I've had no problems doing it, the game seems to ignore the extensions in MD3's and .skin files.
  6. UDK & Cryengine 3 are decent to work with and both offer existing, free to use code that people can expand on. But if you want the task of basically building the code from the ground up, then go Unity. EDIT: JKA is so cheap now, that anyone who wants it should be able to get it. I think just have this hydroball be only for those who own JKA. I've been apart of 3 Star Wars projects on 3 different engines, and 2 have died horrible deaths and I'm not sure what's going on with the 3rd. So I wouldn't recommend starting one yourself.
  7. There was model parts that were swappable though in the toshi Luke. Try out the stormie I sent you for LOD support.
  8. I'm currently guinea pigging this, will post the results here once I have it going.
  9. I didn't add any LODs to the model I gave you, I'll send you a model that does have LODs. EDIT: Sent my stormtrooper model.
  10. For 3ds max and md3: You just need to add models/map_objects/yourmodelfolder/yourmodeltexture.tga To the material name, which normally says default 1 or something.
  11. Project settings i think is in the file menu. You should really use 1.5 though. I've tried to map in 3ds max and I find its a lot more time consuming than just mapping in radiant.
  12. So how do you add a map to a menu file? I'll give this a go and show the results.
  13. I'm currently doing up lighting and adding details room-by-room, starting from the player spawn. I did try and borrow a few brushes/patches from the original DF2 mod team's map, but its in a super small grid size and mine is primarily Grid 4 with a few rare spots of Grid 2. Too much time to resize, so Just using it for refs really. Also using JK2's narshadda maps for reference to try and capture the same feel.
  14. One thing I just thought of. Will this have LOD support?
  15. You can also use Xycaleth's FBX to GLM converter (for static models) once it's ready and use the ghoul2 misc model entity.
  16. Dropbox isn't exactly stable, it likes to cause downloads to be interrupted which is a massive pain for large downloads.
  17. Can JKA/OpenJK load maps in menus currently, or will this need to be coded?
  18. I'll be interested in trying this idea out in DF2 and see how it goes. @@therfiles It wouldn't take too much work to decompile JKA's maps, cut out the parts you don't want and rebuild the areas you do want. The structure stays intact, entities look normal and so do the texture assignments (just not texture scaling, etc).
  19. Have a look at the load time for the ui in the console, see if its taking ages. Could be something else.
  20. I'm all for this idea, however I think the map should be as small as possible to counter load times. HL2 has annoying load times due to the map loading.
  21. I never thought of that, is a map in the menu even possible without code edits?
  22. WIP reskin of JK2 HUD: I will probably see if I can code in extra force tics for a smoother display of the force.
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