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Tempust85

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Everything posted by Tempust85

  1. Broken anims? I never came across any broken anims, but then again, I use 3ds Max. EDIT: Ah yes, I see. Easily fixed, just time consuming.
  2. Most likely it means less crazy-ass stuff like force pulling a ship. Here's to hoping we can mod it, very unlikely though.
  3. Nice to see an update to the repo. Any info on the latest commit? @@NAB622
  4. Nah, Noesis and export to FBX - Blender can't handle the shitload of frames in the GLA. ll fingers and the two toe bones are already present in every animation, it's just that they were omitted during compile. You'll need a conversion table (so a modified openjk) so any base JKA rigged models will work with the new GLA, it's just that they won't have access to any clothsim, etc unless re-rigged.
  5. Don't think so. Can always import the cinematic GLAs and bind their bones to the new GLA's bones to export out, though. Tbh, screw the basegame. If people want to play the base game, remove the new GLA's pk3.
  6. Cinematics in jka are mostly done from their own GLA, one per level. The cinematic GLAs and the changed _humanoid GLA will no longer have matching bone count or bone ordering, thus the cinematics will be busted.
  7. Cinematics will be broken.
  8. While it's a good idea, it also requires code work to allow bolted on ghoul2 models to animate.
  9. It's not that bad, just time consuming. Process being: import the existing 1,000+ anims one-by-one onto a new skeleton, animate then export. If you're going to do capes though may as well do hair, tabard "flaps", lekku, tits, add back all 5 fingers, add back toes and proper facial bones while you're at it.
  10. Any links are dead now anyhow, but I've removed them.
  11. What the actual hell is that model in GTA?! Looks like some blue mutant.
  12. Try loading it by the renderer, using misc_model_static.
  13. From memory, green channel from world space normals, ao & cavity maps mixed into the diffuse.
  14. Have a look at Morgan katarns force ghost shader. While the end result is pretty crap, it's doubtful you can get a better result with this engine.
  15. So do I, but you can't properly export extremely large models as MD3.
  16. I mean there could be ALOT more railings for safety (cuz Stormtroopers, Jar Jar & Rosh are stupid), but to say there aren't any at all isn't true.
  17. One thing I've learned with MD3 that you should scale the model using the misc_model entity, rather than scaling it in modelling software. Other model formats (OBJ & ASE) don't seem to work as well, at least not for me. Btw if you use 3ds Max, we have an extremely decent MD3 exporter.
  18. http://starwars.wikia.com/wiki/File:DSII-reactorcore.png Yeah, definitely no railings in the Star Wars universe. @@Jedi_Mediator Use patches for railings - looks nicer.
  19. I dunno, what he said just gives me the "Whillies"
  20. You need to add the normals to the diffuse for the Kyle mesh - you're missing detail.
  21. Who knows, maybe we will play as Kanan.
  22. It could use some more detail, but definately a good job so far!
  23. Certainly ok. Look at the level assignments here: https://jkhub.org/topic/10608-level-assignments/ . Look at you levels "Map-specific Texture Set:". Use this folder name to store your levels textures.
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