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!
I knew you'd ask ... Maybe not really motivated to do anything JKA in the past few weeks - but that might change very unexpectedly... as it allways does
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.
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.
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.
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.
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.