With Maw, we go one of two ways - seeker droid (modified) for floating or have him as a normal Jedi NPC. Once each character is modelled and animated, I'll do the coding.
You need to keep to the exact naming in the list, otherwise it's more coding work. I've missed a few animations, but this list will keep you busy for a while.
Nice trick I was told was to make the blue channel all white, then desaturate the normal map. After that, copy the result over and blend using multiply. Works only with world/object space normal maps, not tangent.
Ok so I get an error that appears only when compiling in debug So after commenting out that error just to get past it for now, I get a different crash: Had a look through the call stack and here's where it looks to first come up: Character & weapon select screens, ghoul2 models load fine - except for the uber brightness of the model textures. A player model will load when compiled with release with debug info and no item/weapon spawns or bolt-ons in the map. So this crash is different. https://github.com/DT85/OpenDF2/tree/rend2-sp
Ok so I've done a fresh rend2 port to SP (this time without butchering things like tr_ghoul2) and I'm still getting this crash. Would appreciate some help on this guys, if you can. @@ensiform @@eezstreet @@Xycaleth P.S there is no datapad_n texture and r_gennormalmaps is 0.
Yeah, I just meant if we were to match the original gorc's hand positioning. All reference material has his hand toward the pommel, but if it's actually wrong then by all means correct it.
http://starwars.wikia.com/wiki/Gorc Should be more than enough images to make one up. Just note that the top isn't a "kylo saber". Any 2-handed animations, I'd keep the right hand towards the bottom of the hilt and just put the left at the top - unlike JKA animations where this is reversed.
Our vanilla renderer supports stencil shadows on misc_model_static (MD3's loaded by the renderer, not part of the map brushwork). I do also have a basic port of rend2 working on SP so I'm hoping that can be used instead.