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Tempust85

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Everything posted by Tempust85

  1. Shouldn't be too hard to add in those alternate knees. When I have some time, I'll look into it.
  2. I admit that I don't know a lot about shaders, but having "q3map_nolightmap" & "map $lightmap" seems very odd. No idea about why it's not working on a non-scaled model.
  3. I hope it's all crap, because that storyline is rubbish.
  4. Is there anymore updates on this? Eager to add this level to the mod.
  5. Is there a way for player models to emit light?
  6. Ok, so here's my update: void SP_misc_model_ghoul( gentity_t *ent ) { ent->s.modelindex = G_ModelIndex( ent->model ); gi.G2API_InitGhoul2Model(ent->ghoul2, ent->model, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0); ent->s.radius = 50; G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); qboolean bHasScale = G_SpawnVector( "modelscale_vec", "1 1 1", ent->s.modelScale ); if ( !bHasScale ) { float temp; G_SpawnFloat( "modelscale", "0", &temp ); if ( temp != 0.0f ) { ent->s.modelScale[0] = ent->s.modelScale[1] = ent->s.modelScale[2] = temp; bHasScale = qtrue; } } if ( bHasScale ) { //scale the x axis of the bbox up. ent->maxs[0] *= ent->s.modelScale[0]; ent->mins[0] *= ent->s.modelScale[0]; //scale the y axis of the bbox up. ent->maxs[1] *= ent->s.modelScale[1]; ent->mins[1] *= ent->s.modelScale[1]; //scale the z axis of the bbox up and adjust origin accordingly ent->maxs[2] *= ent->s.modelScale[2]; float oldMins2 = ent->mins[2]; ent->mins[2] *= ent->s.modelScale[2]; ent->s.origin[2] += (oldMins2 - ent->mins[2]); } //DT EDIT: Added Ghoul2 animation code - START G_SpawnInt("startframe", "0", &ent->startFrame); G_SpawnInt("endframe", "0", &ent->endFrame); gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", ent->startFrame, ent->endFrame, BONE_ANIM_OVERRIDE_LOOP, 1.0f + crandom() * 0.1f, 0, -1, -1); ent->endFrame = 0; // don't allow it to do anything with the animation function in G_main //DT EDIT: Added Ghoul2 animation code - END gi.linkentity (ent); Not sure about this line if it's needed: ent->endFrame = 0; // don't allow it to do anything with the animation function in G_main I can't work out how to do a pull request thing, so you'll have to manually add it for me.
  7. Patches aren't solid at all, so you must be using brushwork, a model or have phys clip/player block there.
  8. Is emitting light via a shader dynamic lighting?
  9. 4096x textures is a bit overkill, 2048x should suffice. Looks great though.
  10. Lmao this sort of thing is insane! Great job though
  11. I never noticed it, but then again stencil shadows are pretty bad so I don't use them.
  12. There's an export option or two that you need to check/uncheck/change from what I remember, not sure which one(s). Minilogoguy will be able to assist for sure.
  13. Took me 3 days. I wanted to get it done before WoW's expansion hit which is in like 8 hrs or so.
  14. IOQ3 has added parallax occlusion mapping, pretty cool.
  15. Version 1.0

    4,344 downloads

    ************************************************************ JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ************************************************************ Title : DT Savage Opress Author : DT File Name : DT_Savage.zip File Size : 2.43 MB Date Released : November 12, 2014 Model : DT Textures : DT Weighing : DT Description: ---------------------------------------------------------------------- Realistic version of Savage Opress. Known Bugs: - Slight clipping in certain animations, unavoidable thanks to the JKA skeleton. NPC Names: dt_savage Bot: Yes. NPC: Yes. Team Skins: No. Lightsaber Included: Yes. SP: No. Credits: - Jose Carlos for the lightsaber hilt model - Intone for the sounds, hilt textures & screenshots - GrayFox™ for being the screenshot poser Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  16. It should do, not 100% sure but there's some documentation out there from Quake 3 that's easy to find.
  17. Well I tried.
  18. Anything that has _1 , _2 , etc at the end of its name are treated as LODs. I'd suggest renaming from _1, _2, etc to _a, _b, etc so carcass will treat them as part of the same LOD.
  19. @@Psyk0Sith
  20. It's probably an efx.
  21. Wouldn't really work as there would be either too much clipping or bogus looking movement. Things like side cloth would really need to have their own bones to look decent. While I'm having a break from this, I'd like everyone's input on what bones should be in this. Inb4 boob jiggling lol.
  22. I don't want to have too many more bones, it's already hitting around 100 now.
  23. There's no way Luke uses a standard Earth toilet.
  24. It's a good map, but pity it's not to proper scale.
  25. By "The Force Awakens" it could just mean that the Jedi order is reborn & the sith come out of hiding once again.
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