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Everything posted by Tempust85
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Yeah, I'd like more detail on them too but I can't find any refs that show anything but plain brown boots. :\ -
Yeah I noticed that, I plan to unmirror the head texture when I'm done tweaking. Still need to add belt packs and boot detail before I'll move onto texturing.
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You know, I always forget to try that.... :\
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Now on SketchFab: https://skfb.ly/CsKo I've also tweaked the belt.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Now on SketchFab: https://skfb.ly/CsBV -
Ok so I've just updated from IE 10 to 11 and now I have the following issues: - When posting and a dialog box comes up (for things like insert link, picture, etc), the "ok" "cancel" & the "X" close buttons don't do anything. - Randomly when I'm about to type, the text box area is unclickable. It works normally if I refresh the page, but I then lose what I've already typed. Doesn't happen when I use firefox which is my backup browser.
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It should be generated when compiling in Debug & Releasewithdebuginfo. Put it with the game exe & dll's and you should be able to debug no problems.
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The tabard "flaps" will look better when he's rigged and doing a standing animation. I'm not liking how I've done the belt, I might see if I can merge the torso + belt together so I can texture the belt fabric overlapping the tabard.
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Update: Slow progress, but getting there.
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I'll conduct a test and find out. EDIT: Yep it works. Loaded up an MD3 model on a misc_model_static and all 3 LODs worked fine based on distance.
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It should just load the md3 and then the md3 code takes care of rest? @@ensiform @@Xycaleth
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They landed far out because the evil dudes were stealing crap from his Father's home.
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Use brushwork for your maps basic structure and use models for the detail. Be sure you make 2-3 LODs if you're using misc_model_statics. If you need to model something that must fit perfectly in an area, block out what your model should look like in radiant and export it out to your 3D package to use as a guide. Just don't be lazy and put a big caulk hollow box around a level that's completely made up of MD3 models.
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Please help me get a free pro account by joining sketchfab: https://skfb.ly/CrPZ
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You shouldn't, but I've only worked with ref_tags that are part of a loop.
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Are you using targetname or script_targetname? Also did you include an origin brush?
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dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Great work! Will be great to finally import root.xsi with weights intact. -
Gir's JKA Revan is quite crap compared to his MB3 Revan. Just needs the poly count reduced, the normal maps baked into the diffuse and weighed of course. Haven't asked Gir about giving permission for this, however.
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No. Consider it an animated, ghoul2 version of misc_model_static.
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No, and no idea how exactly you'd enable it for alive models.
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Where are the weapon_* entities defined in JK2's source code?
Tempust85 replied to T.Zealot's topic in Coding and Scripts
I'm pretty sure weapon_* are defined in weapons.dat, which point to their code version which is WP_* -
This kind of work is really great. Too bad SP doesn't have rend2 though.