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Everything posted by Tempust85
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r_mapoverbrightbits needed to be set to 2 to match ioq3. Getting closer, but I think the specular still needs some work:
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Nice, I'll update the code tomorrow and give it a whirl with my map. Imagine cube mapping on my ep7 trooper armor....only a hint though but damn, that with normal maps...holy shit lol. Also, what do you think could be wrong with rend2 making my map a lot darker and have next to no specular compared to ioq3?
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Cubemapping in ioquake3 rend2: Dedicated a whole wall to the cubemapping. There is also a hint of cubemapping on the floor. It works with the normal/parallax map so it looks nice. And here's the exact same map (shaders, textures, etc) in openjk rend2:
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End product of cubemapping will produce map reflections on surfaces with cubemapping enabled in the shader. I would expect we could get this kind of result:
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Try exporting the unscaled version back "as-is" to FBX>>>GLM and see how Modview likes it.
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You can't use the model as-is from FBX from what I've tried. The skeleton is screwed pivot-wise, and everything is smaller that it should be due to the GLM being scaled to 0.64 in carcass. This is what I do (when I'm too lazy to re-weigh everything) to ensure a proper exported model: 1. Import the FBX. Delete the tags. 2. Save the skin weights for all meshes. 3. Merge import a proper set of JKA bones & tags from another MAX file. 4. Scale up the mesh to match the hands. 5. Unlink & reset Xform on all mesh parts. 6. Add back the skin modifier to all meshes. 7. Re-apply the skin weights by loading the weights save file for each mesh. 8. Re-link everything. 9. Export to XSI for carcass compiling, or back to FBX for Noesis. I'm sure there's a magic number that will fix the scaling, as you can rescale the model in Noesis but I haven't found it yet. A little tip for weighing caps is to use skin wrap, use the body part mesh that the cap is for as the reference mesh, use face (not vertex) and then convert it to skin. Handy if you need to weigh caps for arms and what not.
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I use imgur for my images.
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Is a new Jedi Knight reboot possible?
Tempust85 replied to BruceJohnJenner's topic in Jedi Knight General Discussions
True, I forgot about that. I personally don't like UE4 either, but is there any better options that are available now? I dunno, maybe I should give Star Wars on Source engine another crack though all we have right now is Source 1. -
Needs moar (completed) rend2.
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Is a new Jedi Knight reboot possible?
Tempust85 replied to BruceJohnJenner's topic in Jedi Knight General Discussions
So why doesn't every last JKA modder band together and remake it on UE4? It's obvious that Disney won't do it. We would have every development area covered if we ALL join together. -
If xycaleth ever finishes rend2, will this project use it or just keep with an older rend2?
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
Needs moar Luke Skywalker. -
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Kinect v2 mocap (for Windows)
Tempust85 replied to Archangel35757's topic in Art, Media & Technology
I doubt one could get far with reverse engineering a plugin, it would be better and faster to just make it from scratch provided one knows how to. This is the plugin I found and uploaded it here: http://jkhub.org/files/file/1863-maya-45-dotxsi-3x-exporter/ Max can export 100% viable dotXSI files for animation, I know that from personal experience. I have imported the JKA GLA in FBX format and exported it out as one big dotXSI file and carcass/modview/in-game had no issue. I had the FBX imported nulls constrained to a clean set of nulls for in-game. I've even tested constraining clean nulls to biped & CAT rigs (no animation baking needed btw) with no issue so Archangel's fixes to the plugin hold up perfectly. P.S that shark I animated used clean nulls + CAT rig. I dunno about Blender with animation, but you can at least make new player models. It's just that it's faster to use Blender for frankensteining due to the GLM import/export plugin. -
Yeah just model the bone sticking out of the cap, but make it all part of the same texture sheet as Wonko said. What I would like to know is, does the game's code have set cap names or does it search the model's surfaces for words like "off" or "cap" ?
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Kinect v2 mocap (for Windows)
Tempust85 replied to Archangel35757's topic in Art, Media & Technology
Only Max & XSI have JKA rigs as far as I'm aware. I searched all over the net including using that webpage time machine thing and that code is gone. All that exists is a very old version of the plugin. But with Noesis, you should at least be able to get weapons & player models out from Maya. I personally have 0 experience with Maya so I can't test it. -
Yay, more work lol. @@Circa @@Caelum Quoting doesn't work properly for some reason.
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When is the next episode out after Lothal?
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Yeah in SP you can have models load their own GLA & CFG files, but can't do it in MP. That's all I know.
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Not that we can have reflection in JKA, but I'll put a mild env shader on it.
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Next Star Wars Anthology film about young Han Solo
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
Nah, I have the perfect guy - Anthony Ingruber. He played a young version of Harrison's character in Age of Adeline. -
Is there a way to make a misc_model solid in MP? I have a terrain mesh that will take ages to clip brush. I've tried adding the playerclip surfaceparam to the texture shader but does nothing.
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How to create more visually interesting maps
Tempust85 replied to Beyond Heretic's topic in Modding Assistance
Have a look at JKA's yavin water shaders, pretty sure they did something you're after there. Also for the best visuals, you should use the misc_model entity to insert models (made in a 3d package such as 3ds Max, Blender) into your map. You can only do so much with brushwork. -
MB2 would need a new era to add it I would think.