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Tempust85

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Everything posted by Tempust85

  1. Rebels mid season trailer looks sweet as! #ObiwanIsBack

    1. Show previous comments  2 more
    2. Cerez

      Cerez

      Hmm... He does sound good in the trailer. Curious what they are going to do with him, story-wise...

    3. Archangel35757

      Archangel35757

      hopefully he kills Maul once and for all time.

    4. Seven

      Seven

      Hope its not just forced fan service. This is the first time we've seen "Ben" outside the movies

  2. @@Xycaleth would you have any time to look at my crash please?
  3. Could I suppose, make his own GLA (1:1 match of the main one, but named differently for Maw only) and just redo the movement anims.
  4. Only one reason to port TFU stuff, and that'd be rend2 for the normal map usage.
  5. While hapslash's anakin is 100% hand painted, I still much prefer Toshi's for the best likeness. Should be uploaded here somewhere...
  6. 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.
  7. I'll see what I can do. I've previously screwed around with adding weapons and AI.
  8. 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.
  9. Is there a way to turn off an NPC using the acrobatic animations? If not, there will be a lot of baseposing in-game.
  10. Red = Issue Green = Done Black = Not Started CORE both_crouch1 both_crouch1idle both_crouch1walk both_crouch1walkback both_run1 both_runback1 both_runstrafe_left1 both_runstrafe_right1 both_stand1 both_walk1 both_walkback1 both_strafe_left1 both_strafe_right1 SABER STYLE STRONG both_a3_bl_tr both_a3_br_tl both_a3_special both_a3_tl_br both_a3_tr_bl both_a3_t__b_ both_a3__l__r both_a3__r__l both_r3_bl_s1 both_r3_br_s1 both_r3_b__s1 both_r3_tl_s1 both_r3_tr_s1 both_r3__l_s1 both_r3__r_s1 both_s3_s1_bl both_s3_s1_br both_s3_s1_tl both_s3_s1_tr both_s3_s1_t_ both_s3_s1__l both_s3_s1__r both_saberslow_stance both_showoff_strong both_t3_bl_br both_t3_bl_tr both_t3_bl_t_ both_t3_bl__l both_t3_bl__r both_t3_br_bl both_t3_br_tl both_t3_br_t_ both_t3_br__l both_t3_br__r both_t3_tl_bl both_t3_tl_br both_t3_tl_t_ both_t3_tr_bl both_t3_tr_br both_t3_tr_tl both_t3_tr_t_ both_t3_tr__l both_t3__l_br both_t3__l_tl both_t3__l_t_ both_t3__l__r both_t3__r_bl both_t3__r_tl both_t3__r_tr both_t3__r_t_ both_t3__r__l legs_s3_lup1 legs_s3_lup2 legs_s3_lup3 legs_s3_lup4 legs_s3_lup5 legs_s3_rup1 legs_s3_rup2 legs_s3_rup3 legs_s3_rup4 legs_s3_rup5 Carcass .CAR code version: both_crouch1.xsi -loop -1 -qdskipstart -additional 0 4 -1 -20 BOTH_UNCROUCH1 -additional 0 4 -1 10 BOTH_CROUCH4 -additional 0 4 -1 -10 BOTH_UNCROUCH4 -additional 0 4 -1 20 BOTH_STAND_TO_KNEEL -additional 0 4 -1 -20 BOTH_KNEEL_TO_STAND -qdskipstop both_crouch1idle.xsi -loop -1 both_crouch1walk.xsi both_crouch1walkback.xsi both_run1.xsi both_runback1.xsi -qdskipstart -additional 0 10 0 20 BOTH_RUNBACK2 -qdskipstop both_runstrafe_left1.xsi both_runstrafe_right1.xsi both_stand1.xsi both_walk1.xsi both_walkback1.xsi -qdskipstart -additional 0 15 0 10 BOTH_WALKBACK2 -qdskipstop both_strafe_left1.xsi both_strafe_right1.xsi both_a3_bl_tr.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_BL___ -additional 8 4 -1 30 BOTH_D3_TR___ -qdskipstop both_a3_br_tl.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_BR___ -additional 8 4 -1 30 BOTH_D3_TL___ -qdskipstop both_a3_special.xsi -loop -1 both_a3_tl_br.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_TL___ -additional 8 4 -1 30 BOTH_D3_BR___ -qdskipstop both_a3_tr_bl.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_TR___ -additional 4 4 -1 30 BOTH_D3_BL___ -qdskipstop both_a3_t__b_.xsi -loop -1 -qdskipstart -framespeed 40 -additional 0 3 -1 -10 BOTH_B3_T____ -additional 23 4 -1 40 BOTH_D3_B____ -qdskipstop both_a3__l__r.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3__L___ -additional 9 4 -1 30 BOTH_D3__R___ -qdskipstop both_a3__r__l.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3__R___ -additional 5 4 -1 30 BOTH_D3__L___ -qdskipstop both_r3_bl_s1.xsi -loop -1 both_r3_br_s1.xsi -loop -1 both_r3_b__s1.xsi -loop -1 -qdskipstart -framespeed 60 -qdskipstop both_r3_tl_s1.xsi -loop -1 both_r3_tr_s1.xsi -loop -1 both_r3__l_s1.xsi -loop -1 both_r3__r_s1.xsi -loop -1 both_s3_s1_bl.xsi -loop -1 both_s3_s1_br.xsi -loop -1 both_s3_s1_tl.xsi -loop -1 both_s3_s1_tr.xsi -loop -1 both_s3_s1_t_.xsi -loop -1 -qdskipstart -framespeed 60 -qdskipstop both_s3_s1__l.xsi -loop -1 both_s3_s1__r.xsi -loop -1 both_saberslow_stance.xsi -loop -1 both_showoff_strong.xsi -loop -1 both_t3_bl_br.xsi -loop -1 both_t3_bl_tr.xsi -loop -1 both_t3_bl_t_.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_T__BL -qdskipstop both_t3_bl__l.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3__L_BL -qdskipstop both_t3_bl__r.xsi -loop -1 both_t3_br_bl.xsi -loop -1 both_t3_br_tl.xsi -loop -1 both_t3_br_t_.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_T__BR -qdskipstop both_t3_br__l.xsi -loop -1 both_t3_br__r.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3__R_BR -qdskipstop both_t3_tl_bl.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3_BL_TL -qdskipstop both_t3_tl_br.xsi -loop -1 both_t3_tl_t_.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_T__TL -qdskipstop both_t3_tr_bl.xsi -loop -1 both_t3_tr_br.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_BR_TR -qdskipstop both_t3_tr_tl.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_TL_TR -qdskipstop both_t3_tr_t_.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_T__TR -qdskipstop both_t3_tr__l.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3__L_TR -qdskipstop both_t3__l_br.xsi -loop -1 both_t3__l_tl.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3_TL__L -qdskipstop both_t3__l_t_.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_T___L -qdskipstop both_t3__l__r.xsi -loop -1 both_t3__r_bl.xsi -loop -1 both_t3__r_tl.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_TL__R -qdskipstop both_t3__r_tr.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_TR__R -qdskipstop both_t3__r_t_.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_T___R -qdskipstop both_t3__r__l.xsi -loop -1 legs_s3_lup1.xsi -loop -1 legs_s3_lup2.xsi -loop -1 legs_s3_lup3.xsi -loop -1 legs_s3_lup4.xsi -loop -1 legs_s3_lup5.xsi -loop -1 legs_s3_rup1.xsi -loop -1 legs_s3_rup2.xsi -loop -1 legs_s3_rup3.xsi -loop -1 legs_s3_rup4.xsi -loop -1 legs_s3_rup5.xsi -loop -1
  11. Not that simple, but yes I'll get a list together for you.
  12. Vader they did perfectly. Crap CGI or not, I enjoyed Tarkin.
  13. Can 2016 just piss off already?

    1. Show previous comments  14 more
    2. Grab

      Grab

      Well, atleast Brexit and Trump happened!

    3. Cerez

      Cerez

      We still don't know who the Emperor is, though (who issued Order '16)... :/

    4. Ramikad
  14. 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.
  15. 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
  16. Nah, there isn't a shader with that name. I'm using plain base assets. I'll compile through debug and see what I get.
  17. 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.
  18. 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.
  19. 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.
  20. I think the saber should be made before any saber animation work begins, or at least a prop with the correct length and thickness.
  21. I would, but so much to do...
  22. Are you going to use .EFX files for saber blades?
  23. 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.
  24. Well, the both narshadda levels just need tweaking with ammo/health drops. Other than that, they are suitable for a demo.
  25. Got a basic port of rend2 working on SP. Managed to play through Rosh and Jaden's training level (yavin2) without issue.

    1. Show previous comments  2 more
    2. Tempust85
    3. Archangel35757

      Archangel35757

      but you have to do a pull request for it to go back into master Rend2, right?

    4. Tempust85

      Tempust85

      No idea. If someone wants to do it, they can.

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