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Tempust85

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Everything posted by Tempust85

  1. Ah ok. There's a bit of a description here, which I think is the best we are going to get: http://starwars.wikia.com/wiki/Sulon_Star
  2. Very impressive, can really notice normal mapping now. @@AshuraDX, how are those textures going for 07yun? Methinks SomaZ could use a level with proper PBR textures for tests.
  3. Clean it up and flesh it out. We don't have any cinematics I'm aware of to use, so do what you think is good. Is the sulon star an imperial ship with an interior like a star destroyer?
  4. I'm not 100% on what you've done. I think you've added lighting from textures? It's late and I'm looking at these on my phone.
  5. The new renderer won't really do much without assets meant for it.
  6. I've noticed that if there is an animation that's in the code but not in the animation.cfg, the game will print a NaN error at the top of the screen in white.
  7. Isn't there a cvar to turn off lightmaps? That could be useful, and theres a compile only ents for q3map2. One could decompile the maps, add the new lighting and then compile only ents. Or, I read that JK enhanced can load ents from an external file.
  8. Need one for DF2 anyway so when DF2 has one, we'll share.
  9. Good to see you'll FINALLY learn how to rig a model for JKA after all these years, Liam. Anyhow, looking good. Can't wait to see this finished.
  10. Afaik, the battlecry team is still powering on with their project on UE4. I think that so long as you don't sell it and don't make something that's going to compete with an upcoming game, then you should be fine.
  11. This would be a great idea. We can start with getting a fully playable, first level of JK2. Need a coder to come get a base game going, though.
  12. We should all band together and create a basic Star Wars shooter and saber combat on UE4.
  13. Well, not exactly redone. The ratio code from ent takes care of any stretching.
  14. Or some DF2 characters.
  15. It does use base. I've coded the fs mod folder command to be DF2 by default, which is why I've done away with the shortcut.
  16. Viewmodels will have all 5 fingers and all 3 finger segment bones, as will the player models at some points. When you're finished, send over the model and I'll add it to the Bryar. You do realise now, you'll have to make the entire player model right to make sure it all matches? :P
  17. Cinematics for sure. Reference for anything for the mod is always cinematics, then game.
  18. Interesting, I'll check that out. EDIT: He did that taunt a few times for me, and no crashes. So not sure what's going on.
  19. Looking pretty good so far, love the cloth but it needs that wierd "pipey" look that's on the JK2/JKA model & here: I can shift over the entire model left and right for when each arms punches, but we will still need 2 full arms. By the looks of it now, I'd add a bit more quality to the forearm and hand mesh. Reminds me a bit of Doom 3 atm.
  20. @@AshuraDX I'm not entirely sure what could be going on, @@SomaZ any ideas? @@minilogoguy18 It's trying to load a renderer dll that isn't there. Make sure you've grabbed the latest files. If you've already done that, then it's most likely an old opendf2.cfg issue and you'll need to delete it. opendf2.cfg saves which renderer dll you use.
  21. I've updated the pk3 (hopefully, didn't check it was done uploading before turning off my pc). Various Improvements.
  22. I want to really knock their socks off with the yun map. SomaZ and ashuradx are working hard and I can't wait to see the end result.
  23. Sure man, that'd be great. Once SomaZ has the lighting sorted and we have our first map lit properly, feel free to grab the mod and take snaps to add to an article.
  24. looks much better under the sun, could it be something to do with light maps? Would make sense that the sun gives accurate results.
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