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Tempust85

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Everything posted by Tempust85

  1. Tempust85

    JAFont

  2. Bahahaha space jam 2, I just got that! Cuz he's in a star wars game
  3. Pretty sure ET's misc_gamemodel is similar to JKA's misc_model_static. Sounds like you have too many verts per surface in the MD3, which the MD3 loader won't allow more than 1,025 verts by the looks and a surface in your MD3 has 2,044 verts. Try splitting the model into smaller mesh chunks, then export to MD3 again.
  4. Well yes, but I reckon he became more powerful as well.
  5. I say Desaan. Kyle could only defeat him by going to the Valley for power, whereas he was able to defeat Jerec straight up.
  6. Porg gun sounds nice....just have its ass pointing out and shooting lasers.
  7. Always a good idea to create a simple test anim to see how your character deforms, and to see if you've missed a vertex during weighing.
  8. Superb! Btw, is a .map importer still planned?
  9. Nice to see it still up. Damn I miss infinity blade
  10. So I've come across some of Toshi's 3d art, thought you guys might be interested in what he's upto these days: https://www.thingiverse.com/Toshi_TNE/designs
  11. May want to use a path with no spaces, like c:\q3map2\decomp
  12. WTB troll repellant.
  13. It's nothing we've ever seen in any movie, and I'm pretty sure they're wanting to keep to what we see in the movies in terms of the force. Gotta admit, pulling a ship out of the sky was pretty out there.
  14. ^ This. It's due to the pitch/yaw being coded to be on a certain axis. I much prefer Source engines method of having a lot of this coded animation stuff external. An example is allowing it so you can set your own pitch/yaw axis per skeleton.
  15. Adding 75 nulls to the skeleton? Why so many?
  16. Does mod tool even have any cloth sim?
  17. It's a bit more complicated, it seems. It's been a while, sue me. Anyway, I think the best thing you can do is use the odd skeletons as a shadow with your normal skeleton strapped to it, and then bake the animation. Hopefully all of the odd skeletons are identical, so it'll be faster the next time you need to do this.
  18. We are in need of a decent Kyle, so if you are able, then that would be awesome.
  19. I imported both_death1. It's simple really, just delete the eff's & roots (and any non-animated duplicates. This is a thing in 3ds Max, not sure about mod tool) and re-link (eg. rfemurYZ to pelvis). Every bone/null has the animation baked, so a re-link will work fine.
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