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Tempust85

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Everything posted by Tempust85

  1. Trank has left -he didn't exactly let anyone know so I only found out last week or so. I haven't had a chance to remove his assignments.
  2. Could always use another mapper, do you have any examples of your work?
  3. Send me the map, and I'll have a look.
  4. Nope, just remove the q3map2 sun line and add in the gl2 sun line. Check out my test rend2 map.
  5. Looking good. Glad to see some progress. You should make a gl2 sun shader - we don't need the old q3map2 sun shader anymore. For how to do this, read up on the shaders post in the forum and look at my test_rend2 maps sun shader.
  6. Well I can sort out the NPC class - reborn with flyswim from sentry. Thanks for the info.
  7. Come to think of it, both.
  8. Someone with a cracked kyber crystal.
  9. @@Username Whoa nice! Please explain how you achieved this.
  10. The actual animation source files do not have this skeleton (though I think the root.xsi does) with all the effectors and roots. Open up any one in xsi and you'll see a clean set of nulls. Also, doesn't matter if you use nulls or bones - so long as their axis match.
  11. Meh, I'll make my own.
  12. Thanks. I just started off with a cylinder and cut into it. I still need to make a PBR version, I'll probably do it after I finish 8t88.
  13. You don't need lightmap stage, and you can delete the stage after it, leaving just the animMap stage.
  14. If the define is in game code and you hate openjk, just edit the old mp sdk code?
  15. The RoQ must be 512x512.
  16. That was @@Psyk0Sith
  17. MP can be coded to allow custom skeletons, MBII have done it for my SBD on a separate code branch. DF2 mod is staying SP though, then doing MP after which will be alot faster to develop with the assets already created. Check this out: https://jkhub.org/albums/silve
  18. @@SomaZ any of those features appeal to you? Emissive lights would be cool.
  19. Rend2 allows use of PBR textures, almost have a full level in df2 mod using them. custom skeleton issues? What were your issues? Level design limitations? Not hard to make detailed meshes and load them in as either misc_model or misc_model_static.
  20. How did you manage to not need lightmaps or vis?
  21. What are the limits you speak of?
  22. Won't be possible unless the artists make base jka compatible textures.
  23. Lol rip. Yeah, my bad @@Psyk0Sith. Is it just Gorc & Pic you're working on?
  24. If you'd like, take up Pic next.
  25. Bloody awesome! You'll need to match the root/rigging pose of the base JKA humanoid, though.
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