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Tempust85

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Everything posted by Tempust85

  1. Is the issue still there on a base model?
  2. If you have the time to do models, go for it. Just export out the brushwork arch as an OBJ so you have exact size reference. You will have to make sure it replaces the lift room's wall though, and make sure the brick texture for it is scaled to match the brushwork version.
  3. Fair enough, prolly best to have 1 texture artist per level. Anyhow, looks great! I noticed that enabling parallax though bogs down FPS horribly. I'll have to add a setting for it.
  4. I did that because I only have so much space on dropbox.
  5. So I've discovered a use of UE4 for DF2 Mod - re-targeting animations to another skeleton. There would be animations we would want to redo though like stances, perhaps a walk, etc. Thoughts?
  6. Updated: - 07yun_gl2.pk3 - DF2_assets.pk3 - DF2_textures.pk3 Changes: - updated 07yun_gl2 map - added door texture for 07yun_gl2 - replaced a few textures for 07yun_gl2, with PBR versions - added a few shaders for 07yun_gl2
  7. Had a go at re-targeting a top-to-bottom slash: Not perfect, largely due to different root poses that you can fix in UE4.
  8. If this is MP, I suggest manual blocking. SP, you could have auto block for easy difficulty and manual for hard. If any re-targeting happens, I suggest redoing the fingers animations yourself to properly grasp the hilt. JKA's animations have pretty bad finger placement so I say, so why port the crap placement over. I imported the UE4 dummy skeleton against JKA's and the proportions are fairly close.
  9. The status loads but tapping the > just takes you to the users profile instead of status + comments.
  10. Should get that guy who's making the JK2 film on UE4 to help.
  11. Could mod UT4 or go with the Shooter Game.
  12. So you're ditching the different engine idea and looking to enhance JKA on openjk? Bit confused here.
  13. Ignore the door for now, I'm still screwing with it. I'll fix it shortly. What do you suggest to do about the floor tiles?
  14. I'm pretty sure he didn't keep the original texture size, so it looks off. @@AshuraDX I've updated the pk3's, I suggest grabbing the textures.pk3 and keeping to the sizes. Would much rather do a simple texture replace, than having to re-scale everything. @@minilogoguy18 can make a list later on but for now, it would be best for you to finish up the Gorc animating so he's playable.
  15. Updated: - 07yun_gl2.pk3 - DF2_assets.pk3 Added: - DF2_textures.pk3 - 11gorc_gl2.pk3 Changes: - moved the textures out of DF2_assets.pk3 to its own pk3 - redone texture paths. Shaders are currently broken, but need to redo anyway for GL2 - updated 07yun_gl2 with current texture paths - added 11gorc_gl2
  16. I know, but who has the time? Are the marble and brick textures considered done? If so, that brick looks a bit funky with red between the bricks & the marble is missing the top/bottom edge detail.
  17. Perhaps when Episode VIII is out?
  18. Don't forget - BSP has issues with large, open areas. The Maw map needs optimization, which I'm working on. I've managed to fix VIS, and trim down the skybox which means less open space. I think the skyportal is just for having a 3d skybox vs 2d textures. If I had to wager a guess on which provides better performance, I'd go with just a regular skybox.
  19. Personally, I would have just typed godmode and give all then nuke the bastard.
  20. Edited the About: Dark Forces II Mod & Applications posts with suggestions from the above posts. @@SomaZ, yeah I miss TNE too. I know I yo-yo'd a bit, but it was good times and I learned alot as well. Before TNE, I didn't know wtf a normal map was.
  21. Photosourcing works, if done right. Find photo's with no expression.
  22. I tried it once, left my PC on for hours and Blender was still locked up.
  23. Dark Forces II Mod is a total conversion modification, for Star Wars Jedi Knight: Jedi Academy. This project aims to re-create Star Wars Dark Forces II: Jedi Knight but with modern rendering, more detailed levels and utilizing Jedi Academy's lightsaber combat system. We're using OpenJK's code as a base, and also using code from ioquake3's OpenGL 2 renderer with our own improvements. If you're skilled or have a drive to learn and would like to join us, please head over to the applications forum and apply: https://jkhub.org/forum/151-df2-mod-developer-applications/
  24. allow multiple GLA loading. I'd like to see individual GLAs per animation, so animations are modular. We can then see multiple animation mods be used together. remove hardcoded bone axis orientation. skeletons with non-matching bone axis orientations to what the code expects will have borked aiming. An External file would give greater control. Scale animation. Would really cool to have this. Animations that would take several bones to pull off could only take 1. Example, enlarging a sphere. Not sure if an exporter/compiler thing or not, but allow position only animation. Right now in order to have position animation processed, there must also be rotation animation.
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