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Tempust85

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Everything posted by Tempust85

  1. May as well have this as your project, @@Archangel35757. You did the majority of the work and I have no time frame when I'll get around to updating it. When you do upload your versions, @@Circa can remove my download.
  2. From what I can tell, it'd just be a case of new heads and reskins of the human female.
  3. I think I had to code it for the gamorrean axe I put in for df2 mod. There might be a way through scripts, not sure.
  4. Pretty good seeing as you're learning on the job. I will say this though regarding the entire mod: The usage of brushwork instead of models for detail won't make these maps stand out from base JKA. I got real creative with DF2 mod levels but still, brushwork just looks like outdated crap in comparison. If anyone uses 3ds Max and is looking to export quality (by quality I mean custom normals to make your models "pop") MD3's, the updated exporters are out: https://jkhub.org/files/file/2982-3ds-max-md3-exporter-multi-version-pack/
    1. Archangel35757

      Archangel35757

      Did you revert your changes to the dialog stats code yet? I sent you what should be changed back to get it corrected.

       

  5. The updated exporters are up! Go get yours: https://jkhub.org/files/file/2982-3ds-max-md3-exporter-multi-version-pack/
  6. Yeah, have your changes in there just a tweaked UI.
  7. Never touch the motion bone.
  8. You could also do a 3D skybox instead of using just skybox textures. Can have distant rocks or vehicles.
  9. Not gonna lie....this is the best mod in a very long time. Well done!
  10. I know I'm very late to the party, but I've had a different experience regarding tags. Basically from what I've found, the tag axis is done by vert numbering. I forget which vert number (0, 1, 2) stands for which axis though. It might be different for carcass though, but I really doubt it somehow.
  11. Yeah Toshi I very much doubt will answer. He's never been strict about people using his stuff, so long as you credit him.
  12. I don't even know WTF I'm watching! :lol: :lol: :lol: :lol: Great job though!
  13. Ugh that Stormtrooper is horrible! Who the heck made that PoS? :lol:
  14. So when you combine the hands with a weapon, you get almost 20k tris rendered which is waaaaaaaaaay too much for this engine. Try making it a total of no more than 7k tris for hands + gun. Also don't forget to remove unseen faces.
  15. Shadows have a grainy edge and is more noticable when at a distance or at a lowered shadow resolution. From what I remember though, it's the same in ioquake3. EDIT: @@Xycaleth Will the new lightmap generator also allow for custom shadow sizing on certain brushes like q3map2?
  16. Just look for the '85' at the end for me, and all will be fine. Btw, welcome!
  17. Yes beautiful, but what is the triangle count on the entire viewmodel? Looks pretty high...
  18. When all is completed, there will be an edited menu to change rend2 settings and renderers to make life easier.
  19. I've had a few maps I've decompiled where the lights were kept, not sure why/how. Anyways, isn't there a cvar to disable the showing of lightmaps? Maybe that could be useful for already compiled maps.
  20. Guys, I know what it is! It's test.hdr
  21. I only improved the previous model, I didn't make it from scratch.
  22. Would be great if JKA could get with the times and use misc_model_static for everything except the basic block out & ents. So much better than brushwork for just about everything..
  23. So just rig it to the rocket trooper GLA.
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