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Everything posted by Tempust85
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Btw, why are you using Max 5? It's terribly old.
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What version of VS should I use so it's compatible for all?
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Yeah and give me a break lol so I can do other stuff with the mod.
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Keep to the original structure but add details in as you see fit. Just make it look like the details belong. Also, swap out some of the texturing as the original levels have piss poor application of textures. They just look slapped on anywhere and don't make sense half the time. One thing I still need to do is add sounds to floor textures.
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1.4 is too old IMO and 1.6 is too hard to operate as the ui isn't the same as 1.5. Plus 1.6 likes to mess up my brushwork, which no one else gets the issue so devs can't do anything about it.
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Got a link?
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From what I can tell, everyone uses GTKRadiant. I use version 1.5. ZED is only used for looking at the original level for reference, you'll need GTKRadiant to make the map for DF2 Mod.
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I blame @@Circa
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I sense I will be making Han at some point, for a certain project.
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You might be thinking of the talus bone, @@Asgarath83
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No tarsals, and a few fingers are gone from the JKA GLA. They exist in the source animations, but were omitted at compile time. The model compiled with the animation source determines what bones are present in the outputted GLA. If the model doesn't have weights to a bone, then it won't be included. Would be easy as pie to add them back, BUT it would break compatibility with all the existing models for JKA. Same deal if someone were to add in extra bones for capes, hair, etc.
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Pretty sure I added these in DF2 mod. Will have to look, but I think it was just a simple texture & items.dat copy over from JK2.
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Mapping Tips 1) Round some of the blocky details but only where it makes sense to. Like you wouldn't round a square beam, but you would round a blocky archway. 2) Light the levels from obvious light sources, unlike the original game which has lighting but often no light source (lamps, etc). 3) Please read Moondog's tutorial on mitre faces: https://jkhub.org/topic/10084-mapping-efficiency-mitre-faces/ Radiant Settings I encourage everyone to use GTKRadiant 1.5, as that's the most common mapping tool used amongst the DF2 Mod devs. After you've grabbed the mod from the dropbox link (PM me if you need the link) and you've moved the mod files over to your JKA directory, setup radiant for your copy of JKA as normal (if you haven't already). Then under Project Settings: Select mod : Custom JA modification fs_game : DF2 Mapping mode : Single Player mapping mode For those of you who use GTKRadiant 1.6.6, I've added an updated EXE & new bitmaps here: https://www.dropbox.com/s/pkvt3eoy0yjq3s3/radiant.exe?dl=0 This updated EXE tells the texture browser to ignore "_NH", "_RMO" plus a few others so you'll only see the diffuse/radiant editor image now. Also added toolbar buttons for drag vertices and edges. Build settings You need to add "-custinfoparms" to your BSP compile line like so: [bsp] -meta -custinfoparms "[MapFile]" This enables custom content & surface flags to be used (eg. batteryacid), without having to use a custom q3map2.exe. Entities Download the updated sp_entities.def file from here: https://www.dropbox.com/s/utlv4awsihtydet/sp_entities.def?dl=0 Now to update your sp_entities.def for radiant. Goto here : ~install_dir~\GtkRadiant 1.5.0\ja.game\base rename the existing sp_entities.def to sp_entities.def.old, then copy over the new one included in the mod (found in the DF2 folder). Two entities of note, one new and one existing but has been fixed: misc_cubemap "name" - Cubemap name (optional) "radius" - Parallax radius. Default 1000. Reflects the levels' brushwork. . misc_model_ghoul SOLID - Movement is blocked by it with the MASK_NPCSOLID & CONTENTS_BODY. LOOP - Loop animation. START_OFF - Starts off until used. "model" - Ghoul2 .glm file to load "modelscale" - "x" uniform scale "modelscale_vec" - "x y z" scale model in each axis "renderRadius" - Default "120" model render radius "rootbone" - Default "model_root" animation root bone "startFrame" - Default "0". animation start frame "endFrame" - Default "0". animation end frame "animSpeed" - Default "1.0". animation speed "skin" - Default "<model_dir>/model_default.skin". Skin file to load - Use "startFrame" to set the start frame of the animation. - Use "endFrame" to set the end frame of the animation. - Use "animSpeed" to speed up or slow down the animation. - Use "renderRadius" for models larger than a player model if you notice the misc_model_ghoul disappearing when moving the camera. - Use "rootbone" to change the bone that the animation will play from, instead of animating the entire GLA. Use wisely. - Use "skin" to choose a skin. "models/players/kyle/model_red.skin" is an example. Only need to specify if using a skin other than model_default.skin. - Use START_OFF to have your model appear & become solid (if checked) when triggered. Animation will always play regardless though.
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Think of a rain forest mixed with swamp.
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Yeah the cutscene and level design do not match. Yun & the stormies use the same lift to come into the room, but yun goes up the shaft at a different place that isn't near the table or the lift. The room in the videos is larger. I'll have to correct my level to reflect this.
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Like I said, these stormies came from where the table is away from the platform/lift/Yun escape spot. I'll have to stick a locked door somewhere near that table.
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Lol well either way, he goes up and the Stormtroopers are shooting from where the table is so there needs to be a door somewhere there.
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Afaik, the same team behind TCW is behind Rebels. The animation, style & rendering looks completely the same, it's just that there aren't any clone troopers with weathered armor running around.
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That's the thing though. Kyle watches Yun go up the platform bit and then turns around to find stormtroopers near the table. However in the original map of level 8, they are at the platform which doesn't reflect what is seen in the video.
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The table was destroyable in the original, and level 8 started off with it destroyed. What is seen in the videos takes priority over anything else, I think I've captured most of it. Thought one thing bothers me - how do those stormtroopers get in? They obviously don't get in from where Yun escapes.
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Yeah I have a few already, wasn't too hard to find reference at all.
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
I think it's just a good way to tell stories about the other things in Star Wars besides the Skywalker's and their lightsabers. We might see the very first alliance fighter pilots, and the early leadership of the Alliance which would be interesting. Though I really hope they don't shit all over Dark Forces and NOT use Kyle Katarn to steal the Deathstar plans IF they are telling that story... -
The MD3 format has its own limit, which I think Xycaleth was referring to. Misc_model itself has no limits as far as I'm aware as it just gets turned into BSP anyway.
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Just play around with the weights until you achieve the look you're after. Once you have decent weights, you can use this model as a guide for future models.
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vertex shader method for moving (more realistic) hair?
Tempust85 replied to Archangel35757's topic in OpenJK
Might be able to do vertex deform in shader, but it'd look stupid playing the whole time.