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Tempust85

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Everything posted by Tempust85

  1. Hmm, it loads for me fine in radiant & in-game. Check your JKA base folder for anything weird.
  2. Each mesh object shouldn't go over 500 verts. Try breaking up the model into smaller objects that are under 500 and see how it goes.
  3. I just hope that all these rumours are just crap invented by JJ, so none of the story is spoiled.
  4. I will post any updates to the project here. Updates: - Cleaned up 01nar a bit by removing some lights & remaking the bar booth where Kyle starts as a model - Added more NPC blocking so that cannot just walk off the edge to their deaths in 01nar - Added a few buildings to look at from the bar windows in 01nar instead of just darkness - Tweaked the briefings & objectives to make a little more sense - Added 02nar - it's a heavy WIP but is still worth a play - 02nar now has a WIP 8t88 arm in the sewer and now displays objectives 1 & 2 - Briefings are re-enabled - Tweaked the loading screen menu so the briefing doesn't run off the screen - Changed the default player model to my DF2 Kyle (my older one) & changed the sounds, sex, etc in the code. Make sure you remove any old CFGs - Fixed misc_model_ghoul to use animation rather than just be static (will be useful later on) - Remade a few textures & improved others - Datapad menu now works again, just needs a DF2 facelift. The link is now only provided to DF2 mod developers.
  5. Yeah, I could use some for DF2 Mod to spruce it up.
  6. Yeah I wasn't a fan of that level in KotOR II, I much prefer the one in Jedi Outcast.
  7. I was totally thinking of something else, ignore my post. Not sure how you'd make a patch non solid though, but you could make a model instead and have it not solid.
  8. Best way though is to paint directly on the model for seamless textures using your software of choice. Zbrush & photoshop to name a few.
  9. Shouldn't be too hard to add in those alternate knees. When I have some time, I'll look into it.
  10. 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.
  11. I hope it's all crap, because that storyline is rubbish.
  12. Is there anymore updates on this? Eager to add this level to the mod.
  13. Is there a way for player models to emit light?
  14. 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.
  15. Patches aren't solid at all, so you must be using brushwork, a model or have phys clip/player block there.
  16. Stole some code from "func_train" to make "misc_model_ghoul" do animation

    1. Show previous comments  2 more
    2. Stoiss

      Stoiss

      where you not playing WoW DT :P

    3. eezstreet

      eezstreet

      But...func_train doesn't handle Ghoul2 animation? Unless you wanted it to physically move as well, but you could do that with ICARUS already.

    4. Tempust85

      Tempust85

      I think it was not fully implemented or something. But misc_model_ghoul now plays animation in a loop and you can specify frame start & end. It doesn't handle animation.cfg or .skin files though.

  17. Is emitting light via a shader dynamic lighting?
  18. 4096x textures is a bit overkill, 2048x should suffice. Looks great though.
  19. Lmao this sort of thing is insane! Great job though
  20. I never noticed it, but then again stencil shadows are pretty bad so I don't use them.
  21. Anyone who wishes to add a robotic arm, etc to Savage is free to do so :)

    1. Lamented

      Lamented

      Plus broken horns and a cloak!

       

      But yeah, please. Take DT's word for it! :D

  22. 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.
  23. Took me 3 days. I wanted to get it done before WoW's expansion hit which is in like 8 hrs or so.
  24. IOQ3 has added parallax occlusion mapping, pretty cool.
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