Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. 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.
  2. Use the animation source XSI files as a reference for bone angles, much easier.
  3. No, he said it was mostly in there. Rend2 on ioquake3 has experimental PBR though, and xycaleth's rend2 is very out of date.
  4. 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.
  5. 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
  6. 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.
  7. I always use CAT as a shadow rig, never as a game ready skeleton.
  8. 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.
  9. I removed my local copy and the one on GitHub for the new copy.
  10. I didn't add it to the fresh code, so it's lost. Doesn't matter, what I did was nothing grand.
  11. Sweet, thanks for this man.
  12. 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?
  13. @@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.
  14. @@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.
  15. Damn, this sure would've been sweet in DF2 Mod. Anyhow, great work!
  16. Has any facial bones been added?
  17. Lol you'd be flat out finding a modern game using around 61k tris.
  18. Honestly, I'm thinking of just altering base JKA Jan seeing as she's seen so little.
  19. Try XSI mod tool - more friendly than gmax and is free.
  20. Only need Angela Harry's head.
  21. Possibly. I still get a texture/shader crash every now and then when just loading a base map.
  22. It's a very minor fix. I'm sure if OpenJK devs wanted, they could fix it in 5 mins.
  23. If she's not in SP at all, then we don't need her. Can anyone confirm this is 100% true, not even a little in-game scene?
  24. Is Jan even seen ingame besides MP?
  25. Need to edit the code, unfortunately.
×
×
  • Create New...