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Tempust85

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Everything posted by Tempust85

  1. 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.
  2. 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.
  3. 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?
  4. No one wanted to/knew how to/had time to do it.
  5. Better yet - trick out modview with GL2 so everyone benefits, even those who use Blender.
  6. No, I ported them. I had to: - convert the ENTIRE GLA to FBX using Noesis - import into 3ds max - constrain it to a "game ready" skeleton - set a start and finish time so I can grab only the animation I'm wanting to port - export to .XSI for carcass processing with the rest of JKA's base animations You could create a GLA which just has the ported animation in it, and use GLAmerge to merge it in with the main JKA GLA though. The only issue is that the old carcass version created GLA's with "jittering", which also gets ported. Would love it if Raven could release the JO animation source, as the cinematic animations from JO aren't present in the JKA GLA.
  7. So after you're done with EVERYTHING you're wanting to do @@SomaZ, what's next? Physics?
  8. Oh wow, yeah I see what you mean.
  9. Anything that isn't textured with PBR in mind will look wrong. My Kyle for instance, is uber shiny like he just got out of a bowling ball polisher. Sure hope other SP/MP projects will want to use GL2, it can easily be ported. I'd like to see GL1 completely scrapped for JKA at some point, as it already is for this project.
  10. Hm? Never played fallout lol.
  11. I'll give it a go... HOLY SHIT! Seriously that to me looks close to something outta UE4, fantastic work SomaZ!
  12. Decided to go for a different look: EDIT: Updated image. Now has scanlines for added effect.
  13. Datapad: Right bottom green button is to resume game.
  14. and if there's no definition, you're screwed!
  15. No need to check animation if you're not making animations. While it won't affect compiling against an existing animation set, it does give unnecessary file bloat to your .xsi.
  16. @@SomaZ So looking at the code, it looks like for deluxemapping you change $lightmap to $deluxemap in the shaders? I do this, but then I get what looks to be funky colors. Is this normal?
  17. I've been mucking with 3d stuff since JKA came out. Only just picked up substance painter though, and it's an older copy.
  18. Well that's why I'm asking such questions, ridiculous or not. I'm a beginner at this stuff, and trying my best to understand and learn.
  19. So what is to be done about AO? Will we have support for it as its own texture, or can we simply apply it to the albedo?
  20. Looks like a bug to me. The speed effect shouldn't screw with animation, just alter the play speed.
  21. Deluxe mapping (added via -deluxe switch when compiling a map) adds directional light attenuation, so says the wiki. There really isn't much on deluxe mapping that I can find but all I know is, it looks better with than without. With: Without: P.S updated the texture. @@Archangel35757 No idea, ask somaz.
  22. Decided to do some pbr testing with deluxe mapping This is without any dynamic lighting, just your typical lightmap. Still getting used to substance painter, so excuse the shitty floor.
  23. That was a part of it, yes but it was also to hide developer discussions from the public.
  24. Fixed.
  25. It's amazing what porting rend2 to SP can do.
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