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Everything posted by Tempust85
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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.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Use the animation source XSI files as a reference for bone angles, much easier. -
No, he said it was mostly in there. Rend2 on ioquake3 has experimental PBR though, and xycaleth's rend2 is very out of date.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
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. -
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
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
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. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I always use CAT as a shadow rig, never as a game ready skeleton. -
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.
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I removed my local copy and the one on GitHub for the new copy.
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I didn't add it to the fresh code, so it's lost. Doesn't matter, what I did was nothing grand.
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Sweet, thanks for this man.
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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?
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@@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.
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@@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.
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Damn, this sure would've been sweet in DF2 Mod. Anyhow, great work!
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Has any facial bones been added?
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UV seam found! Split meshes at UV seams?
Tempust85 replied to ShenLong Kazama's topic in Modding Assistance
Lol you'd be flat out finding a modern game using around 61k tris. -
Honestly, I'm thinking of just altering base JKA Jan seeing as she's seen so little.
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Try XSI mod tool - more friendly than gmax and is free.
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Only need Angela Harry's head.
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Possibly. I still get a texture/shader crash every now and then when just loading a base map.
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It's a very minor fix. I'm sure if OpenJK devs wanted, they could fix it in 5 mins.
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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?
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Is Jan even seen ingame besides MP?
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Two questions about Frankenstein & animations
Tempust85 replied to Willdo's topic in Modding Assistance
Need to edit the code, unfortunately.