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Tempust85

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Everything posted by Tempust85

  1. Update: Still some pinching, but it's minimal.
  2. Yeah, it's using materials for hard edges atm and I did try SG's but it just doesn't look as nice. Detail on rounded objects always give me trouble. Thinking back, I probably should have started with a higher poly mesh as it's VERY low.
  3. So I've started helmet since there is some reference of it now. The body will be started once there's alot more reference: This is still a WIP. I will be making a rend2 compatible version as well (here's hoping rend2 MP will be ready enough by December ).
  4. Rather than start a new thread, I'll just plonk this info here: http://www.kitguru.net/gaming/matthew-wilson/ea-to-tie-battlefront-iii-launch-with-star-wars-vii-release/
  5. I dare say the shader stuff is still very much FUBAR, as I get shader-related crashes with ghoul2 on certain levels. I did however notice something else. Rend2 looks to be trying to partially do generated normal maps even though the cvar isn't set to 1, I found this out through one of the numerous shader crashes where it was trying to add "_n" onto the end of a texture name and the game was having a shitfit.
  6. I've been secretly working on the EPVII Stormtrooper helmet. Headstarts are always good

  7. It's just base assets. I did a test and misc_model_static works fine on my test map. It seems to be not getting stuck on the ghoul2 API now, so here's where it breaks in q_shared: const char *SkipWhitespace( const char *data, qboolean *hasNewLines ) { int c; if(parseDataCount < 0) Com_Error(ERR_FATAL, "SkipWhitespace: parseDataCount < 0"); while( (c = *(const unsigned char* /*eurofix*/)data) <= ' ') I managed to trace it back to 3 things during MD3 model loading that are giving me "unable to read memory": - st which points to mdvSt_t - verts which points to mdvVertex_t - indexes which points to glIndex_t Then I also see that vboSurfaces also has "unable to read memory" which is probably because of those 3 above. So freaking weird seeing as misc_model_statics & viewmodel weapons load fine.
  8. Nah, I can't figure out why it's trying to load the ghoul2 api when its an MD3. It's not doing for all MD3's afaik though so it's hella wierd.
  9. There were a few lines in the G2 files that needed both data.glm & data.glm->header which I just added, but made no difference. Very strange indeed.
  10. The opening crawl is a TGA which only gets played by running the menu command "uiScript startgame". Just an FYI - the last frame of the STAR WARS roq is used as the background for the opening crawl.
  11. Looking great so far! Squared off to a point but I'd have rocks, some dirt & cracks around. Unless they got some industrial space vacuum cleaner and went through the entire place lol. Here's my thoughts: - Make a few different rocks in Blender (or whatever 3d package you use), and scale + rotate them for variation. - Add some crack decals to help make things look a bit more natural. - Make a dirt effect that drops from the ceiling complete with a "pouring sand" sound using effectsED. You might even be able to make the screen shake which would be sweet but i'd save that for a trigger and not a frequent thing. - Use the light element in effectsED to add decent lighting to the fire EFX. It's dynamic light (like the saber blade) and will not contribute to level's lightmap. Have a look at the blaster rifle's muzzle EFX for ideas on how the light element works.
  12. The game uses vert numbering on the tags for the angles, so the pivot of the tag can be wherever and the game will just at you and not change a thing. To change the angle, you need to rotate the mesh itself. Tags & bolts are really the same between the formats afaik. They both use vert numbering for tag/bolt angles, and are used as bolting points for other models & effects. Also, pretty sure Ghoul2 is just an upgraded version of MDR which I think is an upgraded version of MD3. Clues to this is how GLM is called MDXM, and GLA is called MDXA in the game code.
  13. Yeah I have the same issue with a droid or two in DF2 Mod. Not sure what the fix is, sorry.
  14. Since it's for MP, you should make this a rend2 map.
  15. Hmm, something sinister is going on I think: Why would the ghoul2 API be used when it's an MD3? I set a breakpoint in the same spot on vanilla and it never is loading an MD3... @@Xycaleth ?
  16. Yep, just only in my test map though as it has no item/weapon spawns.
  17. Yeah and it only seems to happen on Luke for some reason. Maybe it's to do with skin weights not being within a certain range? I can't figure why I'm getting crashing when loading textures for models. Debugger goes to here in R_FindShader: hash = generateHashValue(name); // // see if the image is already loaded // for (image = hashTable[hash]; image; image = image->next) { if (!strcmp(name, image->imgName)) { //CRASH HERE // the white image can be used with any set of parms, but other mismatches are errors if (strcmp(name, "*white")) { if (image->flags != flags) { ri.Printf(PRINT_DEVELOPER, "WARNING: reused image %s with mixed flags (%i vs %i)\n", name, image->flags, flags); } } return image; } } It happens on any map that has item/weapon spawns. Any ideas?
  18. Well I managed to fix the texture issue at least.... Normal maps work on ghoul2 models. As you can see, Tavion has the auto generated normal maps from the diffuse textures. Next big issue is ghoul2 bone shit crashing once ingame after a cutscene. That and luke crying for some reason. @@Xycaleth? EDIT: Can't seem to get to the bone crashing stuff in-game atm, could have been something I was messing with. @@ensiform It's giving an error when loading yavin1b about the scepter weapon's so called item not being in items.dat. I managed to comment out the error to get past it but it's not the solution. How to fix without altering assets?
  19. Sucks that characters like this aren't canon...
  20. Yeah, it says in the readme that it's broken. Can anyone please shed some light as what's broken/unfinished about it? I'm curious is all.
  21. Can someone please tell me what exactly is broken about r_dlightmode 2 (assuming that would give shadow projection from dynamic lights besides the sun)?
  22. No one wants to help finish rend2 for SP or even continue work on rend2 MP? Was hoping rend2 MP would be in a very usable state by the time of EPVII

    1. Show previous comments  14 more
    2. Tempust85

      Tempust85

      Xycaleth, would donations help at all with rend2?

    3. Xycaleth

      Xycaleth

      Maybe if it were someone else :P I can't work on it all the time otherwise I would literally turn into a hermit lol

    4. Tempust85
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