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Everything posted by Tempust85
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Could you please post a comparison between the original port & the reskin? Without trying to sound like an ass, all I see is just a re-posed port with JKA hands and without the specular + normal maps ripped. The normal maps could have at least been baked into the diffuse.
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Needs moar rend2.
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Hapslah used a solid model for the robes rather than using a single sided mesh.
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Post Your Frankenstein Ideas Here
Tempust85 replied to DarthDementous's topic in Mod Requests & Suggestions
Yeah and don't forget, they had to hand-paint everything as well which is a nightmare for UV seams. No tools like zbrush available. -
Yeah it died. Lack of programmers & level designers, some devs wanted to move to a project that they could potentially sell and alot of the devs feared of a C&D from Disney which I still doubt would ever happen (look at Star Wars Battlecry, still no C&D). I could only do so much as an animator, modeller & beginner programmer. MBII is still kicking though.
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Have you been using cmake to generate your project files?
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Model works in modview and blender, but not in game
Tempust85 replied to Veosar's topic in Modding Assistance
You drag and drop I think in Blender to re-parent an object in the outliner. Here's a snippet from the Appleby tutorial: bolt_l_leg_calf bolt_l_leg_cap_hips bolt_l_leg_foot l_leg_cap_hips_off -select them and link to l_leg ----------- bolt_r_leg_calf bolt_r_leg_cap_hips bolt_r_leg_foot r_leg_cap_hips_off -select them and link to r_leg ------------ bolt_head_back bolt_head_cap_torso bolt_head_eyes bolt_head_front bolt_head_left bolt_head_right bolt_head_top head_cap_torso_off -select them and link to head -------------- bolt_l_hand bolt_l_hand_cap_l_arm l_hand_cap_learn_off -select them and link to l_hand --------------- bolt_r_hand bolt_r_hand_cap_r_arm r_hand_cap_r_arm_off -select them and link to r_hand ---------------- bolt_r_arm_cap_r_hand bolt_r_arm_cap_torso bolt_r_arm_elbow r_arm_cap_r_hand_off r_arm_cap_torso_off r_hand -select them and link to r_arm ----------------- bolt_l_arm_cap_hand bolt_l_arm_cap_torso bolt_l_arm_elbow l_arm_cap_l_hand_off l_arm_cap_torso_off l_hand -select them and link to l_arm ----------------- bolt_back bolt_chestg bolt_hip_bl bolt_hip_br bolt_hip_fl bolt_hip_fr bolt_hip_l bolt_hip_r bolt_lchest_l bolt_lchest_r bolt_shldr_l bolt_shldr_r bolt_torso_cap_head bolt_torso_cap_hips bolt_torso_cap_l_arm bolt_torso_cap_r_arm bolt_uchest_l bolt_uchest_r torso_cap_head_off torso_cap_hips_off torso_cap_l_arm_off torso_cap_r_arm_off head l_arm r_arm -select them and then link them to torso ------------------ bolt_hips_cap_l_leg bolt_hips_cap_r_leg bolt_hips_cap_torso bolt_hips_l_knee bolt_hips_r_knee hips_cap_l_leg_off hips_cap_r_leg_off hips_cap_torso_off torso l_leg r_leg -select them and then link them to hips -------------------- hips -select and link it to stupidtriangle_off -------------------- stupidtriangle_off -select and link it to mesh_root Tag names may differ slightly, will either start with bolt_ or * with the exception of stupidtriangle_off I think. -
Model works in modview and blender, but not in game
Tempust85 replied to Veosar's topic in Modding Assistance
Just had a look and the issue is that you're missing the majority of the tags. Do another "frankenstein", but just take ALL the tags (dump the rest) and put them onto your zabrak model. Also, you should delete model_root_1, model_root_2 & model_root_0.001 as they have no child objects so they are useless. -
Those models would need to be decimated (reduce the poly count) to work with JKA but by the time you do that, you may as well have made your own.
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ModView Error When Trying to Load Frankensteined Model
Tempust85 replied to DarthDementous's topic in Modding Assistance
@@Psyk0Sith what was your fix for the issue the Rax Joris model had? -
It's because of the proportions. The elbow joint for both arms are different.
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It looks a bit funky with some animations, but I managed to make a test biped in Max for the proportions of this model and transferred the entire JKA GLA animations onto it. The biggest pain are the hands as they didn't transfer well, especially the right one.
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Or we could have some trees with branches moving, the possibilities are endless.
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Damn, this is going to need a new animation set.
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Awesome, can't wait for some updates. With the use of misc_model_ghoul, we can now have animated map objects. For instance, we can have lightly swaying hanging vines in 03katarn (level 3).
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Well this is improved JKA right here, awesome work! Is the source code available? You should make it so you can only walk with the detached eWeb though, otherwise it's too OP. I could make a new hold & a new shoot animation for this if you need.
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I think people mean Gir's JKA Revan isn't as good compared to his MB3 Revan, which is my opinion too. The MB3 Revan needs to have its normal maps baked & polys reduced so it can be ported to JKA. Gir's Revan in MB3 is the crown jewel of that failed project, the only decent thing about it.
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Model works in modview and blender, but not in game
Tempust85 replied to Veosar's topic in Modding Assistance
I know just enough of blender to do frankensteining, so I'll have a looksee for you. -
You can enable turning anims via a cvar which in DF2, I've made enabled by default.
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Model works in modview and blender, but not in game
Tempust85 replied to Veosar's topic in Modding Assistance
What's the GLM name? Should be model.glm. You'd be best to upload the .blend file. -
Just for the head & hair? geez lol, that's close to your entire model budget right there.
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Open up the code in VS 2013 and then run openJK. Then in VS 2013, attach to the openjk process.
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Rend2 is still in the alpha phase, but is usable to a point.
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I'd suggest making it fall quicker after frame 110, it just doesn't seem to have enough force when it hits the ground to me for something so heavy and large.
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You're stuck with JKA's graphics, unfortunately. You can make your map look better than the base JKA maps by using models rather than blocky brushwork. There is a better renderer for JKA (does normal maps amongst other things) but it's nowhere near done and doesn't have anyone actively working on it sadly.