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Tempust85

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Everything posted by Tempust85

  1. 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.
  2. Experimenting:
  3. You will get this from time to time, just convert the detail to a model.
  4. 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.
  5. "Get these motherf&cking hairs off my motherf&cking scalp!"
  6. Lol, it looks better than a bald Luke. I'll have a look at the chin again, thanks.
  7. 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.
  8. I'll take a look at this tonight and see what I can do.
  9. I didn't even know the stun baton was an option in JKA lol.
  10. Well Kylo sounds like a dick, right up there with Anakin...
  11. I've been forced to use the stun baton in JK2 many times when I run out of ammo. It's meant to be a "last resort" weapon methinks.
  12. Been a while: Now has a normal map (highpoly max mesh with the diffuse applied for the detail, then baked). Adjusted various things, rendered with 25% self illumination.
  13. Ah ok, that's good then. I'm just thinking about how Call of Duty's & Battlefield's cinematics are done. Now you wouldn't need to physically move the head bone around in the code, just bolt the view camera to it. Model-wise you'd only need Kyle's body visible, and surf off his head + face + eyes & mouth. Why would you want/need to move the camera around the cockpit though (disregarding cinematic cameras)?
  14. You need to leave the setting as it was for both MP and SP. can't remember if sp or MP was the default in assimilate for creating animation.cfg. Might be best to upload your compiling files so we can take a look.
  15. Well no it won't, but it would make things a bit annoying if your mouse moved the view around when you're just trying to aim the crosshair. So I vote the view shouldn't be moveable, at least by the player.
  16. Well I thought this was just for a cinematic where NPCs would be interacting with it. For the viewmodel, I have an idea. Have the first person view rendered onto one of the screens infront of Kyle and have only kyles hands, joysticks and the screen visible to the player. I'll do a concept if you don't follow.
  17. The bit about the gla or the bit about the viewmodel?
  18. What you'd need to do is: - animate the whole scene - select export kyle + his anims to his own file(s) - select export jan + her anims to her own file(s) - select export cockpit + its anims to its own file(s) Kyle & Jan's animations will go in the _humanoid.gla, while the raven cockpit will be in its own gla. But why have this as a viewmodel and not just an animated ghoul2 model prop for a map?
  19. After playing battlefield 3 & 4, I don't have much hope this game will be free of map bugs (trying to snipe around or between certain objects, but a clear spot blocks the bullet) or have COD quality animation (when seeing NPCs interact with objects. Many times I've seen huge clipping, something COD has hardly any of). Last COD I played was MW3, no idea if it's gone tits up since or not.
  20. I'd love to be able to bolt EFX to tags on weapons, map objects and player models without the need to code.
  21. Just photoshop.
  22. Why is the ground in the spaceport shiny? I still don't agree with this auto-gen everything, make sure we can toggle it on/off.
  23. I think what I'll do is lock this until I have an issue where I have no ideas. Just to save people from posting here in the hope their idea(s) will get made.
  24. I like DoF, but it's set too high in those screens. Like the player needs glasses lol.
  25. Not trying to put this project down at all, but I'm really curious why you need all these: * Anamorphic Lens Flares. (what's this do?)* Bloom. (doesn't HDR do the same sort of thing but better? I've always thought that since I first played and modded HL2 but not sure if it's true)* Darkxpand - A brand new shader never seen anywhere else. Fixes some game rendering issues and improves edges. (what game rendering issues? what do you mean improves edges?)* Depth Xpand - Adds depth to textures similar to a parallax effect. (why not just use parallax mapping instead? or is this another one of those auto generate things?)* E-Sharpen - Improves texture sharpness. (is this really needed though? and why would you want to sharpen textures?)* Krisp - Improves texture details. (explain more)* Screen Space Global Illumination. (what's this do?)* Texture Clean - Cleans dirty textures without loosing detail. (what do you mean by dirty textures?)* True Anaglyph - Anaglyphic 3D rendering with true (real) depth. (what's the difference between this and Depth of Field?)* True HDR. (what's wrong with the HDR in Xycaleth's rend2?) EDIT: If I were to pick and choose what features to keep, I'd choose: * Anamorphic Lens Flares.* Depth Of Field - Standard (static) and Cinematic (dynamic) options.* FXAA 3 - A fast Anti Aliasing method.* Lens Flares.* Screen Space Ambient Occlusion.* Screen Space Global Illumination.* Vibrancy - More color please!* Volumetric light on lightsabers.
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