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Tempust85

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Everything posted by Tempust85

  1. Rend2 version coming along. Starting with the high poly:
  2. Yeah not even SoFII has their animations stored under "models". Should prolly be like: "animations/humanoid/<insert GLA name>.gla"
  3. You'd need to copy the kick code from sabers.dat and put it in for weapons.dat
  4. In an ideal world, we could have this: - base.gla (runs, walks, crouchwalks, jumps, stands, sits, etc) - guns.gla (weapons) - saber.gla (sabering) - force.gla (force powers) - custom.gla (any custom non-JKA base anims)
  5. Yeah and we will all have parallax bullet holes.
  6. What about if the game points to say, a liquid.dat file that has all the liquid color values? This way, any mod can either use this file (which gets included with OpenJK builds) as-is for default colors or they can be edited. Would also be great if there's the ability to add new liquids without coding. Just an idea, don't shoot me.
  7. Or you can go old skool and use an animated shader on a planar mesh.
  8. Wouldn't take much to tweak the underwater color in cgame, in your own fork of OpenJK. It's from what I remember, an RGB setting that will take seconds to edit.
  9. If you like, I can test any changes you make. But seriously though, great job on these!
  10. Tempust85

    Rend2 issues

    Looks like you're trying to run OJP and my menu, which my menu only works with the base game.
  11. Yeah but water is done in cgame, not the renderer.
  12. Only just noticed this thread. I have a few issues with the GLM plugins. First off, I'm running 2014 & testing with my EP7 stormtrooper which has LODs 0, 1 & 2. GLM Importer Issues: - Imports very large max bones. While this isn't exactly an issue, it does cause clutter. GLM Exporter Issues: - When exporting a model with LODs, modview says not all the parts are connected in the heirarchy. - LOD0 aka "_0" on the end doesn't get converted to not having the "_0" on the end. - Export Selected doesn't work, as it just exports the entire .max file anyway Let me know if you need any more info.
  13. Any screens?
  14. Rend2 needs moar JAphys @@Xycaleth :D
  15. Hmm, what about having an underwater area that has 0 gravity to simulate water but put the fog shader on it?
  16. Mine already has team support.
  17. I don't think you can have the effects overlap. And I think Xycaleth said fog was broken or at least giving bad FPS.
  18. From what I remember, the water/slime/lava underwater colors are set in the code so it would require code changes. Perhaps at the very least we could change it to point to a texture instead so it's easier to mod? @@Xycaleth Really need better water animations as well. Right now, it's only 1 animation from what I can tell.
  19. No idea how I'd do a caustic effect without painting it on the gray texture at the bottom.
  20. Too bad we can't use du dv which is what HL2 uses.
  21. Here's another water shader, this time looking a bit like HL2's water:
  22. Parallax + normals + reflection + animMap water: Looks better when you see it moving.
  23. Because it takes me ages to download large files - Aussie broadband speeds suck, thanks to our current government.
  24. I don't have either of those versions.
  25. Or it was from version 1. I suggest trying version 2 @@Grab
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