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Everything posted by Tempust85
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Still need to make a rend2 version.
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Looking great in-game, but I'd still prefer a bit of shadowing where the clothing meets the skin. Btw, did you weigh the fingers & face? Some people don't bother. "hisses because this model has more votes than my EP7 Stormtrooper" Me so jelly!
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Some of the other veterans can help also. Trying to think who else was around. @@minilogoguy18 @@Psyk0Sith were you two around hapslash's void?
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Maybe. If hapslash does, I'd like to see is a memorial account for infinity blade here with an about that has all his modding life info along with when he passed. His files can be submitted by that account. He made some cool things and helped a lot of people, it's the least we can do.
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Where's the color? Just send me the finished head mesh and I'll stick it on my stormtrooper model, easier that way.
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I'll personally miss Infinityblade's downloads. There's no where else afaik that has files he personally uploaded. For those of you who didn't know, InfinityBlade passed away in 2011 I believe.
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
"....he's nothing more than a Bather herder." -
Rend2 version coming along. Starting with the high poly:
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Yeah not even SoFII has their animations stored under "models". Should prolly be like: "animations/humanoid/<insert GLA name>.gla"
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You'd need to copy the kick code from sabers.dat and put it in for weapons.dat
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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)
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Yeah and we will all have parallax bullet holes.
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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.
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Or you can go old skool and use an animated shader on a planar mesh.
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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.
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Autodesk 3DS Max GLM Importer/Exporter Plugins
Tempust85 replied to Scooper's topic in WIPs, Teasers & Releases
If you like, I can test any changes you make. But seriously though, great job on these! -
Looks like you're trying to run OJP and my menu, which my menu only works with the base game.
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Yeah but water is done in cgame, not the renderer.
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Autodesk 3DS Max GLM Importer/Exporter Plugins
Tempust85 replied to Scooper's topic in WIPs, Teasers & Releases
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. -
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Rend2 needs moar JAphys @@Xycaleth :D
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Hmm, what about having an underwater area that has 0 gravity to simulate water but put the fog shader on it?
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