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Posts posted by Tempust85
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I'm finalizing a revamped 07yun, once done I'll upload the textures. It's the smallest level in the game, so I figured we should tackle it first.
Archangel35757 likes this -
Any suggestions?
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SomaZ likes this
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Didn't really change it much:
Everything is floating geometry, except the details in the boxes. It's a height to normal map using crazybump. It was too rough just adding it to the height channel in substance painter.
Geometry "layering":
- base rectangle
- boxes
- diagonal things
- Y shape
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Highpoly. I'll fix it.
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Update:
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Still learning substance painter.
Ramikad, minilogoguy18 and SomaZ like this -
You'll need to skin the hair mesh to the torso bones as well.
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Would PNG work for transparency, or just TGA?
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Yep. I think Somaz has plans on adding AO, but no idea how or when.
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Made the new game map load and other map load bar graphics seperate:
I've also made the "a long time ago" text larger. Ignore the "LOADING" line, just debug stuff that's not present in a release build.
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Apparently, the later versions of Max support PBR. I only have 2014 though.
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Updated the mod
Includes all menu updates I've posted.
minilogoguy18 likes this -
Inventory:
Seeker for some reason, doesn't spawn so probably will just leave it out of the game by not having it as a pickup. Other than that, the inventory is fully functional along with keybinds in the menu. Give all cheat will also give you all items, just like Outcast.
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Still need someone who wants to and can code this.
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Maybe @@Xycaleth could have a crack at this, with his qt modview.
minilogoguy18 likes this -
And here's the finished product:
P.S The left and right arrows for the weapons show a "filled in" graphic when clicked. The bryar pistol is now a seperate weapon, and not overwriting the blaster pistol or vice-versa. Can now give the blaster pistol to the weequays, like the original game.
Archangel35757, Psyk0Sith, SomaZ and 1 other like this -
Couldn't we just set the lowest LOD as the models collision like it already does with weapon detection?
Could, but I have NFI how lol.
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Yeah I did that for a few of the ultra obvious, but I really didn't want to spend too much time otherwise, I may as well just remake it.
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Added a static line effect, like JK2's hud. Added a clone of the weapon icons so we can have 1 set for display in the datapad (green colored) and the other displayed as normal with the hud. Finishing up the weapons tab, then moving on to inventory.
minilogoguy18 and Psyk0Sith like this -
Just spent 3 hrs screwing around with the hud and datapad code, since it's not exactly moddable like the menus. :/ but, got what I wanted done and those updates are uploaded.
Basically, DF2 has a bit of old DF2's hud and a lot of JO's hud with a bit of my own ideas added.
Archangel35757 and minilogoguy18 like this -
I will be adding my bounding box fix that allows you to set the length and width seperately, I just have to remember what I did and to what part of the code. The reason I originally did it was due to oddly shaped npcs like dragons having crap bounding boxes. While my fix might have issues with MP, in SP it should be fine.
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When SomaZ has uploaded it, I'll merge it into the main df2 code.
Btw @@SomaZ did you fix the cascaded shadows mess up you did when porting the 4th cascade?
07yun: Door 1
in Dark Forces II Mod
Posted
Probably won't open, I have 1.2.0