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Tempust85

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Everything posted by Tempust85

  1. 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.
  2. 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.
  3. It's simply called "openjk_sp.x86.pdb"
  4. Looks good, though I'd bake the normals map into the diffuse for the JKA version. If you have already, then it needs to be a bit more intense as details like the forehead wrinkles aren't coming through well. Also, tri & vert count? You can put your personal model in OpenJK MP using the rend2 renderer, but currently there are random tris that do not get rendered on GLM models causing "holes". @@Xycaleth fix please?
  5. Yeah, that's a known issue atm @ caused by 2 info_player_start's. I've fixed it, but I'm still doing stuff with 01nar so I haven't uploaded the updated map yet.
  6. Hmm well it should work. Does anyone else have this issue?
  7. Are you using the supplied exe & dll's?
  8. Ok, that worked for root.xsi. The weights look to be good. Already one-upped the original xsi importer. Yours retains skin weights, retains hierarchy, retains UVs & doesn't create duplicate bones. This script will make my job of re-rigging JKA model source files against the DF2 GLA as some of the source files contain errors and aren't useable as-is. Your work is much appreciated.
  9. I've tried a3 special but all I get is the root pose along with the animation error.
  10. The hatch has two surfaces which it's closed in one and open in the other. The code turns the "open" surface on for when the AT-ST is able to be driven by the player and is idle and "closed" surface is on when it's not drivable by the player and is moving. The reason I believe they didn't just animate it is because you'd need to have the hatch bone have its own animation blend which would require extra code as we only have HEAD/TORSO/LEGS. Would need something like HATCH added to it so we can blend the hatch animation(s) onto any animation. But wouldn't need all this hoopla for having the hatch move on a death animation though.
  11. I get the animation error in 8/2011/2014, and I get the addmodifier error in 8/2011/2014 when trying to add root.xsi. At least it's importing the UVs which raven's importer doesn't afaik.
  12. Get this from Max 2014 when trying to import an animation: -- Error occurred in SetAnimation(); filename: C:\Users\Jon\Desktop\XSI_Import_v1_040Beta_Max_rev-N.ms; position: 57744; line: 1809 -- Frame: -- _3dsMaxQuat: undefined -- xsiXrot: 0.0 -- xsiYrot: 0.0 -- xsiZrot: 0.0 -- o: $skeleton_root -- frametime: 1 -- xsiAngles2Quat: (quat 0 0 0 1) -- called in i loop; filename: C:\Users\Jon\Desktop\XSI_Import_v1_040Beta_Max_rev-N.ms; position: 58275; line: 1823 -- Frame: -- i: 2 -- called in SetAnimation(); filename: C:\Users\Jon\Desktop\XSI_Import_v1_040Beta_Max_rev-N.ms; position: 58282; line: 1824 -- Frame: -- _3dsMaxQuat: undefined -- xsiXrot: undefined -- xsiYrot: undefined -- xsiZrot: undefined -- o: $model_root -- frametime: 1 -- xsiAngles2Quat: undefined -- called in k loop; filename: C:\Users\Jon\Desktop\XSI_Import_v1_040Beta_Max_rev-N.ms; position: 76755; line: 2421 -- Frame: -- k: 1 -- called in btn_Import.pressed(); filename: C:\Users\Jon\Desktop\XSI_Import_v1_040Beta_Max_rev-N.ms; position: 76765; line: 2422 -- Frame: -- tempFileName: undefined >> MAXScript Rollout Handler Exception: -- Unable to convert: (quat 0 0 0 1) to type: <node> <<
  13. I have Firefox but it's my backup browser. I'm just used to using IE, been using it since windows 95.
  14. Ah ok, well looking forward to seeing it. Any testing you need, let me know.
  15. It'd just need to be coded in to turn off the "head" surface(s) upon death.
  16. Working on converting the entire JKA GLA to 3ds Max CS Biped so you can edit animations with IK rather than hand rotating everything manually

    1. Show previous comments  5 more
    2. Archangel35757

      Archangel35757

      Ah... I see now. Good work! ;)

    3. katanamaru

      katanamaru

      Hey DT85, you know who's awesome?

      You're awesome!

    4. Tempust85

      Tempust85

      I have my moments. Going to get Archangel to beta test the max file I sent him a link to, then if all is fine I'll upload it. It'll be Max 2010+ though.

  17. Still have the issue. Btw, I now get a different dialog for URL's:
  18. @@ensiform Check out NeoMarz's models, they should have some parts that have exceeded 500 verts. @@Xycaleth I noticed this commit for ioq3: https://github.com/ioquake/ioq3/commit/84206c859822beb557763b2af607e79720c6d0e4 Everyone's looking forward to updates for rend2 in the new year, keep up the good work guys.
  19. You could try to func_group the incoming brushwork, it might work.
  20. I'll take a pic later today. Debug settings are the default ones from OpenJK. I just run cmake, open up the sln and it's all there.
  21. Maybe the code is different between JO & JKA. @@eezstreet ?
  22. As I've PMed jolly, I'll do permission for anything Toshi related as he gave me permission to do what I want with his models. Just credit him and you should be fine, if he's not then I'll take the heat. When I manage to talk to him next, I'll try and get him to register here. He's very busy though.
  23. Will there be an option to import root.xsi, then batch append all the other xsi anims onto the imported root.xsi?
  24. Yeah I forgot for a moment carcass was fixed.
  25. A step closer to an eventual XSI to FBX batch conversion?
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