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Tempust85

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Everything posted by Tempust85

  1. So I was thinking about this today. I might give the separate GLA and CFG a shot for DF2 some time because idgaf about compatibility, and nor do I need to.
  2. Yeah I noticed, which is why I can't bring in any updates with my limited knowledge.
  3. Would be great if we could get rend2 MP updated from ioq3 rend2, it's really out of date. There's qsort stuff, shadowmap stuff, vao stuff, PBR cvar to toggle it and probably a lot more things.
  4. I've already ported rend2 to SP for DF2 Mod. Still experimental, but seems to work as expected. Once MP rend2 is finished, I'll update DF2 mod's SP rend2 and then give the code to the main OpenJK project so it too can have an SP version.
  5. There is a victory script you can run on an NPC, so this should suffice.
  6. Most likely because you haven't any tags. Import them from an existing JK2 model, then do hierarchy stuff. For help on the correct hierarchy, look at an existing model.
  7. Heck I could, but it'll take alot of doing. Xycaleth's deviated from the original rend2. Not being an actual programmer, I have no idea why.
  8. Use the animation source XSI files as a reference for bone angles, much easier.
  9. No, he said it was mostly in there. Rend2 on ioquake3 has experimental PBR though, and xycaleth's rend2 is very out of date.
  10. If you want the creatures torso to pitch/yaw while looking, then you must keep to the coded bone names & angles. If you don't care, then you can have any names and angles. With the amount of different GLAs in DF2 mod, I'm thinking I should try and move some of this hard-coded stuff into a new dat file or something for the artist to specify.
  11. What I mentioned was PBR. Ioquake3's OpenGL 2 renderer has support for it, albeit experimental. http://www.gamersnexus.net/gg/1866-what-is-pbr-cryengine-star-citizen
  12. Can't really use CAT or CS Biped as in-game bones for JKA due to bone angles for torso pitch/yaw being hard-coded. If only it were like HL2, where you could specify it yourself.
  13. I always use CAT as a shadow rig, never as a game ready skeleton.
  14. There's a few artists here - Psyk0sith, AshuraDX and myself (to name a few) that can do what you're asking in terms of a HD pack. Not sure about Psyk0sith, but AshuraDX does PBR texturing. I'm quite interested in having DF2 Mod use your features, but I have to either work out how to move it to SP myself (looks harder than rend2 was to port) or try and beg someone on JKHub.
  15. I removed my local copy and the one on GitHub for the new copy.
  16. I didn't add it to the fresh code, so it's lost. Doesn't matter, what I did was nothing grand.
  17. Sweet, thanks for this man.
  18. Something about the hips movement doesn't look right to me. I can probably do something about a "victory" animation via script, or the game may have this sort of thing already?
  19. @@Cagelight would you mind if I had a go at trying to port what you've done to my DF2 mod for SP? You will be credited of course, with a link to your project.
  20. @@SomaZ I noticed on your repo you're attempting weather. Any progress? Also, Xycaleth started weather on a seperate branch of his repo if you wanted to take a look. Not sure how far he got.
  21. Damn, this sure would've been sweet in DF2 Mod. Anyhow, great work!
  22. Has any facial bones been added?
  23. Lol you'd be flat out finding a modern game using around 61k tris.
  24. Honestly, I'm thinking of just altering base JKA Jan seeing as she's seen so little.
  25. Try XSI mod tool - more friendly than gmax and is free.
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