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Tempust85

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Everything posted by Tempust85

  1. How exactly do you do re-targeting? I've tried, but it just resizes the target rig to match the source rig.
  2. See, this kind of thing would be great to redo the JKA anims on a better proportioned & better posed rig. Not to mention there are a few bugs in the animations like finger bones not animated correctly to hold a weapon. What I'd like most though is the basics mocapped so anyone can just retarget them onto any rig they want for any purpose. Could be used as a base for creating a soldier, gamorrean, etc animset.
  3. Sounds good. I have no interest in this anymore, but feel free to release it.
  4. Yay, that fixed it.
  5. I know OpenJK isn't about adding new features, but I feel this would be welcomed feature. Currently, the "width" setting for NPC controls both X & Y of the bounding box. What I propose is, removing the control of both X & Y from "width" and adding new stat "widthY" setting for Y. So in the end, "width" will control X & "widthY" will control Y. Here's the code that I've tinkered with: NPC_stats.cpp //===MOVEMENT STATS============================================================ if ( !Q_stricmp( token, "width" ) ) { if ( COM_ParseInt( &p, &n ) ) { continue; } NPC->mins[0] = -n; NPC->maxs[0] = n; continue; } if (!Q_stricmp(token, "widthY")) { if (COM_ParseInt(&p, &n)) { continue; } NPC->mins[1] = -n; NPC->maxs[1] = n; continue; } Tested ingame and it works great. This would be very useful when adding odd-shaped NPCs ie the Kryat Dragon. Ideally, using a collision model would be better but this is an alternative solution.
  6. Pink is gone now, but the crash still remains when skipping the vids. I have my debug setup how the wiki says. I've tried attaching to process, debugging in VS & just hitting the debug program button when it crashes and still it says source not available. No idea what the hell is going on.
  7. Will you be using those json files or keeping to the weapons.dat?
  8. For a JKA mod, I have indeed been slowly making a Han Solo: Still a heavy WIP, so don't treat anything you see as finished. I will create a WIP thread once I resume work on him. Don't expect any updates on this anytime soon though, EP7 Stormtrooper first.
  9. Not for quite a while, been focusing on other projects especially the EP7 Stormtrooper.
  10. I'll see what I can do once the texturing is done.
  11. Break shows source not found page. Vanilla works.
  12. JACODERS ASSEMBLE!
  13. Crashes are identical for Debug & Release. Debugging doesn't show anything:
  14. I grabbed the latest commit from git and compiled it. Same thing for both Release & Debug. EDIT: @@Xycaleth get the same thing with the latest windows build of OpenJK (which is a month out of date btw) & the rend2 file you posted a link to. I'm running an NVIDIA GTX 650.
  15. How are you getting rend2 to run? It has a pink screen when the videos are playing and It crashes if I try to skip them.
  16. Are you comparing fps to vanilla or are you trying to get better fps than vanilla? The maps could also need proper VIS.
  17. Fibreglass gets like that when it melts afaik.
  18. Partial head like my ROTJ stormtrooper. Can only see the bottom of the jaw from under the helmet.
  19. Update: Helmet is 100% complete, Bodysuit texture is about 90% complete, the armor just has an AO map + basic colors. Still need to tweak the helmet specular, the armor just has the diffuse in the specular slot for now.
  20. He sent me the map with some changes that I've already uploaded to the source files link in PM. There's still areas that could use some more fixing before I personally would deem it ready. However I can be quite nit picky.
  21. Bioware, DICE & visceral are dead? Since when?
  22. This is a favourite by Men At Work: https://www.youtube.com/watch?v=XfR9iY5y94s And here's a classic: https://www.youtube.com/watch?v=W-IPcVaif3Q
  23. @@minilogoguy18 Didn't you say you used to mod Battlefront?
  24. I'm hoping there will be a wilhelm scream added to that.
  25. Just an update regarding triangle count. 5,808 tris optimised. EDIT: Just finished the UV unwrapping. 3 textures in total - 1 for the helmet @ 1024x, 1 for the bodysuit @ 1024x & 1 for all the armor @ 2048x. Decided to give the helmet it's own texture sheet for better resolution on the finer details. I made the mistake of including the helmet with the armor texture sheet for the ROTJ stormtrooper. Just a note to the reskinners - there will be mirrored parts.
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