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Everything posted by Tempust85
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Looking good, but two things: 1) Switch looks massive. Please scale it down. Then go into thirdperson, and make sure it's mid-torso height. 2) Please change the lift/elevator texture from the "grill" texture to one of the textures located in "DF2_lifts" from the mod assets.
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level Level 9 - Fuel Station Launch
Tempust85 replied to Jedi_Mediator's topic in Dark Forces II Mod
Yeah. -
level Level 9 - Fuel Station Launch
Tempust85 replied to Jedi_Mediator's topic in Dark Forces II Mod
We will model it. Brush placeholder though so we have the correct size for the model. -
You're going to have weighing issues with that front/back hips fabric flap, as-is. Needs some horizontal lines added. Also, 3,400 tris isn't bad.
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level Level 9 - Fuel Station Launch
Tempust85 replied to Jedi_Mediator's topic in Dark Forces II Mod
I really hope you and the other mappers are using the textures from the mod, to save you from having to do a find/replace later. Anyhow, looks sweet. -
General Grievous model - and coding n animation question
Tempust85 replied to Langerd's topic in Mod Requests & Suggestions
Take a look at how sabers are bolted to the player in the code. Code is the easy part - it's the 4-arm skeleton with animations that's the hard part. -
Nah I think I animated it. It needs support for width and length as separate values for the bounding box. Surely that can be done without issue nowadays.
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level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
The player will have light amp goggles but problem is, it needs a glsl shader to work and it may be some time before somaz can get around to it. Glowing crystals would be cooler though. -
level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
A lot of areas in each level are unrealistic or simply look like shit due to crappy texturing. -
level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
I like it, though perhaps add glowing crystals for light source. Also, what are those spike thingies? -
level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
Those rocks and sand will look great with parallax mapping (later on ofc). -
level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
Feel free to use grass sprites, we have them working (just no movement) in the new renderer and they receive shadows. Check out my test rend2 map for an example grass sprite shader. -
I'd add more quality to the large round areas, and reduce for the small round areas.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
New version of Kyle will be baked from a high res sculpt. -
level Level 9 - Fuel Station Launch
Tempust85 replied to Jedi_Mediator's topic in Dark Forces II Mod
I can see that this level will need texture variation, but other than that, it's coming along nicely. -
Needs moar rend2. But seriously, continue your SP mod and grab a copy of the GL2 renderer.
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Well duh @@Archangel35757 You'd still be exporting out 1,000+ anims for this, but anyway. Afaik, we would need to make sure the bolt-on models have all the animation lengths matching the base GLA. We could also get any bolt-ons to use the base GLA's animation.cfg seeing as they would have to match anyway to avoid visual glitches, etc. I *think* SoF2 does something like this for their viewmodels so they could have different arm meshes.
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Please check out the map assignments post, for what maps are currently unassigned. I've already started the Jerec level.
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Fakefactory also use very large textures too.
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Nah, I found out from his df2 discord that he didn't like our modern renderer or something and left. Anyway, I've updated the map assignments in the first post.
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Well the only map we have that's ready for use is the Gorc & Pic level. I'll add you to the conversation so you can grab the download link.
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I know but if you replace the base _humanoid.gla and re-rig models to update their bone order (to reflect the bone order of the new GLA), then it will work without a code change.
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What we need most of all are map blockouts and all entities set up so it's functional - PBR textures can be sorted out later. The barons hed levels (levels 5 & 6) are unassigned right now, so if you'd like to keep going then we'd love the help! Don't worry too much about textures or lighting as they will be changed later. Focus on the basic map structure and entities (doors, switches, etc). Be sure to caulk your map properly, set detail and structural brushwork properly and mitre as much as possible - there's a tutorial on this site for mitre joints. Now what I've done for nar shadda to save some fps is set up triggers across the map to load npcs as you progress, rather than having all of them loaded upon map load. This also helps reduce the overall entity count.
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Shouldn't require any code change, unless you want to add bone remapping (like jk2 models use in jka) for base jka models to work with the new gla (just wouldn't be able to use the cloth bones without a model re-rig). I've done tests in SP and the new gla works fine - no reason why it wouldn't. But yeah - I get shit results with clothsim (I use max 2014) and was hand-animating. There are just over 1,000 animations that need to be imported onto a skeleton with cloth bones, then the cloth bones need to be animated. In short, it's a massive task. On the subject of physics engine - there's a WIP implementation of bullet in jaownt. Those guys abandoned it but I'd love to see someone pick this up and finish it. Bullet can do both rigid and soft body physics.