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Tempust85

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Everything posted by Tempust85

  1. Any ideas how to tackle glass? I can't seem to get a transparent png or tga with alpha to actually work ingame. The usual shader code for them doesn't look to work anymore, or there's something else I need to add?
  2. GL2's sun should help a lot with dark areas. Feel free to use whatever textures that work with the level, even if ported or from online. We will be redoing all textures eventually. Just an FYI - GL2 renderer doesn't support external lightmaps, incase you were going to use them. It should hopefully in the future, though.
  3. @@minilogoguy18 Any updates on this? The Gorc & Pic level is almost at early prototype stage, so would be great to have Gorc & Pic NPC's to kill.
  4. @@Psyk0Sith, any updates on the PBR version?
  5. Looking good. Yeah, don't worry too much about final details, lighting or texturing, as those things will be redone later. Most important here is the structure & entities (working doors, etc) to make a working level.
  6. Problem is, there's only a few bones to control face movement and some of what you're asking just can't be done very well (if at all) because of that.
  7. Thanks, but most of what you see in this section of the forums is old and was posted in a time when we didn't have access to a modern renderer. We do now, which means all art assets will need to be redone with the modern renderer in mind.
  8. Thanks, I look forward to see what you come up with. I'd like to welcome you into the DF2 Mod team. Now instead of having your name added to the DF2 hidden forums access list, I've decided that hiding them away was not really that good of an idea. I've asked staff to make all DF2 forums public once again.
  9. @@Jedi_Mediator JayJay21 had begun this level as I forgot to update level assignments. He's now moved to the Boc map, but has done some work that you may find of use: https://jkhub.org/albums/5cApV Please contact him if you would like to integrate his portion of the Sariss map into your own.
  10. @ Need to change your level assignment, sorry. Could you please do the Boc level instead? My fault - I forgot to update level assignments.
  11. After a very long search, I've finally found the source for the radiant importer - too bad it's in pascal, delphi or whatever instead of c. I'll see if I can at least compile it for use with newer versions of radiant. Anyways, looking forward to see your Sariss level.
  12. I recommend opening up the original jk1 map in ZED (jk1 map editor) as this will give you a 3D reference. Could really use a tool to convert jk1 maps to q3 map format. I know there's one or two tools out there, but they aren't perfect and source isn't available.
  13. If you're interested, I've added custom saber blades. Modders can load custom blade textures (eg. Kylo's unstable blade, Rebels blades, etc) & set a custom dlight color, when saberColor is set to custom. I've only added it to single sabers, not double-bladed sabers though it wouldn't take much to do it. Here's the code: https://github.com/DT85/OpenJK/tree/Custom_SaberBlades
  14. Nah, just protein shake. The steroids are coming.
  15. It would end up the exact same as it is now game-wise, just that it's split up into parts for easier modding. Personally, I'd rather just have every animation loose like Quake 4 does with MD5anim but I'm pretty sure this appending code has some sort of memory limitations and appending 1,000+ GLA's would kill something.
  16. You couldn't just export to ase/md3 and load it in as a misc_model?
  17. what I'd like to do with this is break up the main gla into parts like so: - Core (runs, walks, crouch walks, jumps, stands, idles, deaths, legs, swims, face) - Guns (all gun animations) - Saber (all saber animations) - Force (all force animations, including acrobatics) - Misc (any animations that do not fit in any other category)
  18. Good, cuz we wants to see moar of the physax.
  19. Superb! Just need to merge the normals to stop that edge split on his head.
  20. Yes, it would override the existing animation in either the base _humanoid.gla or a previously appended GLA. What would be the point of making anims.h external? Any new animations would still need to be coded in to actually do something, unless of course you mean for ICARUS where you can just play an animation.
  21. Long answer: The initial thought was to have an easier way for modders to add new animation in (though it would require code edits for them to be added to the animtable, and to actually do something). But I noticed that the last appended GLA will override the main GLA's (and any other previously appended GLAs) animation, which is great because people like to make stance mods. Short answer: It works to add and/or replace animations. Side note: Might be possible to do this per class, not sure.
  22. So I've figured out how to load another GLA ontop of the base _humanoid GLA and the cinematic map GLA. Here's the code: NPC_stats.cpp - Game Find line "if (Q_stricmp(skeletonName, "_humanoid")==0)" and put this in after the cinematic GLA stuff. // loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA. char _humanoid_mod1Name[MAX_QPATH]; Com_sprintf(_humanoid_mod1Name, MAX_QPATH, "_humanoid_mod1"); const int mod1_animsGLAIndex = gi.G2API_PrecacheGhoul2Model(va("models/players/%s/%s.gla", _humanoid_mod1Name, _humanoid_mod1Name)); if (mod1_animsGLAIndex) { assert(mod1_animsGLAIndex == normalGLAIndex + 2); if (mod1_animsGLAIndex != normalGLAIndex + 2) { Com_Error(ERR_DROP, "_humanoid_mod1 GLA was not loaded after the normal GLA. Cannot continue safely."); } G_ParseAnimationFile(2, _humanoid_mod1Name, fileIndex); G_ParseAnimationEvtFile(2, _humanoid_mod1Name, fileIndex, mod1_animsGLAIndex, false/*flag for model specific*/); } tr_ghoul2.cpp - Renderer Find line "if (!strcmp(mdxm->animName,"models/players/_humanoid/_humanoid"))" and put this in after the cinematic GLA code. // loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA. RE_RegisterModel("models/players/_humanoid_mod1/_humanoid_mod1.gla"); This "modder GLA" takes preference over the base _humanoid & cinematic GLAs in-game, so modders can do easy animation replacements. You can make stance mods or add new animations (would need code edits obviously for new animations) without having to touch the base _humanoid GLA.
  23. I'd rather see someone enable the use of other file formats for player models and animations. Wouldn't mind giving IQM a whirl for player models.
  24. Honestly, I just feel a bit robbed. I wanted to see Luke in one, if not final REAL lightsaber battle. We needed more Jedi temple flashbacks of a younger Luke teaching others including Ben, to really drive home what got destroyed. We needed to see Luke as he was before snoke corrupting Ben. Speaking of Snoke, why the hell is he dead? He was cut about the same place as Maul. I'd very much like to see Hux somehow bring him back to life, if only to kick Bens ass.
  25. Poly counts must be through the roof.
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