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Tempust85

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Everything posted by Tempust85

  1. I'll be making LODs, so I'm right in this case. noesis or the GLM exporter (haven't tested custom normals) can't do LODs and carcass doesn't keep the custom normals. I've tried contacting rich about it but no reply. Sucks though, I do need to do that to fix the shadows.
  2. Update. Old hair kinda sucked (as was pointed out by Grab's point score lol) so did some more painting and added some alpha: That dark bit where the hair mesh and the plane mesh meet is unavoidable as it's shadowing on the mesh.
  3. I don't think modview actually reads shaders, it likely just detects an alpha channel in a TGA or transparency in a PNG. I always save my TGA's as 32-bit, RGB color & 8-bit channel. *REMOVED SNIPPET DUE TO DAT SILLY DT.
  4. You know that Vader CAN run, it's just that most situations he doesn't need to as he has his goons do the legwork. I'd leave it as-is.
  5. I tried this idea (first post) a while ago and it didn't work sadly even though it gets turned to BSP...
  6. @@Xycaleth does that SDL2 stuff have any benefit? From what I can tell, this project still uses the older code where openJK uses SDL1.
  7. Here's another look from a German magazine:
  8. Lol, didn't ask for a grade.
  9. Bit less symmetrical, added some "fluff" to the hair:
  10. Yeah, it looks like 3PO & 88's love child born out of 3PO's ass.
  11. I painted them onto the face using Max's object paint, then refined. There's 2 different hair textures (same sheet) on the beard. I've been warping them, but I guess it could use a bit more. I notice now that the front especially looks very repetitive, need to fix that...
  12. Rend2 (opengl2 renderer) has GLSL. This project uses a modified version of rend2.
  13. Certainly more polished than recent offerings (haven't played hardline) from DICE. I'm hoping that Battlefront will be decent but my hopes have been misplaced lately.
  14. As you can see in the previous screens I've posted, I've shaped the head mesh to give shape to the beard. It won't look pretty in JKA to do what you're thinking and I'm not entirely sure the beard alphas will even look nice. Anyways, update:
  15. It would achieve the same result for more work & I'm not having a dozen mesh parts for reskinning etc (aka Haps Anakin) so no, I won't be doing it. I've put alpha planes all over the beard for a fluffy look and I personally think it looks better now.
  16. So one thing we could have that the new Battlefront won't is space battles. However, to make this we would need a new map format capable of large open spaces from what I've read around here. If one were to implement a new map format, what would it be?
  17. This would be pretty cool to have, but we would need a decent mod to entice Markiplier to play as I doubt JKA would be enough.
  18. Yeah what I meant to add was to take it into a 3d package and edit it.
  19. I had done that except for the seperate mesh part. I also have a clone of the younger face to keep for reference. His beard is quite full sized, I feel I have it near spot-on.
  20. Experimenting:
  21. You will get this from time to time, just convert the detail to a model.
  22. Hmm well I'm not sure what's going on, it works for me in the original assimilate. But you don't really need a cfg if you're doing GLA merging, just edit the existing cfg for the humanoid GLA as I mentioned above and it should work.
  23. "Get these motherf&cking hairs off my motherf&cking scalp!"
  24. Lol, it looks better than a bald Luke. I'll have a look at the chin again, thanks.
  25. Ok so a small error in the .car file: $aseanimgrabinit $scale 0.64 $keepmotion $pcj $flatten $pcj upper_lumbar $pcj lower_lumbar $pcj cranium $pcj cervical $pcj thoracic $pcj pelvis $pcj face_always_ $pcj Motion $pcj rradius $pcj lradius $pcj rtibia $pcj ltibia $pcj rhumerus $pcj lhumerus $pcj lfemurYZ $pcj rfemurYZ $aseanimgrab models/players/both_gesture1/root.xsi -loop -1 $aseanimgrabfinalize $aseanimconvertmdx_noask models/players/both_gesture1/root -makeskel /models/players/both_gesture1/both_gesture1 -origin 0 0 24 Need to get rid of the / so change /models/players/both_gesture1/both_gesture1 to models/players/both_gesture1/both_gesture1. This doesn't stop the creation of an animation.cfg though, it worked for me. You need to have multiplayer unchecked for creating any animation.cfg for JK2 SP/MP or JKA SP/MP otherwise it will not be compatible. Now the animation BOTH_GESTURE1 does already exist in the game code, so no problems there. However, the animation already exists in the base humanoid GLA so you'll need to edit the animation.cfg (once you've merged your GLA into the main GLA using GLAmerge) like so: From this - BOTH_GESTURE1 6765 130 -1 20 To This - BOTH_GESTURE1 21376 24 -1 20 Let me know of any other issues.
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