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Everything posted by Tempust85
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Ok so I've read here http://en.wikibooks.org/wiki/Q3Map2 that you can use the -subdivisions # command to increase patch mesh quality. Thing is, it doesn't work for me (looks like nothing happened). Has anyone used it before?
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Well it loads windows media player for me and it NEVER plays in-sync so it's pretty much a useless feature.
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Would be great to have a moving/moveable lightsource, would make creating specular a lot easier (it never looks the same as in other apps, so I'm constantly tweaking). Yeah, speed up/down is needed for sure. Here's a wishlist for the ultimate ModView: - moving/moveable light source - shader support (including anim textures, glow, specular, etc) - able to load effects (would help tag position & orientation on models) - migrate MD3View into ModView - ability to play animevents sounds WITHOUT having to load an external player similar to EffectsED - decent floor texture, & have floor default to 0,0,0 position (so we don't have to keep enabling it and then move floor to lowest model point)
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There aren't any legs in there, no. For legs, you would show the player model (via code) but with the arms + head turned off to save on tris & to stop any clipping that may occur. I suppose I could add legs into the viewmodel itself and not use the method I just mentioned, but it would be more work to make the animations and to code them in to work. Wouldn't be too hard to add in legs for cinematics, but you pop out of first person view so it's not needed there.
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I haven't currently forked your code as it's just JK2 stuff and no JKA (extra force powers, 2h sabers, etc) yeah? I did however steal your viewmodel code and made it work without json.
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It's more work than its worth. I'd need to manually write a .cfg, not to mention animations in SoF2 are named differently. Kyle will need saber/force animations, he gets them later on kinda like JK2.
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Mainly sharing of code. Obviously, DF2 Mod would have its own fork. That, and the sharing of any HD assets that are created for JKA & JK2. I suppose both things could be done without a merge, I just kinda thought it would be cool to add DF2 Mod to JK:Enhanced.
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Well from the looks of it, I was wrong. SoF2 doesn't allow multiple arm models, though their viewmodel setup (bolting left arm + right arm to the weapon) is a step in the right direction for that.
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It's the maps that are the most time consuming, everything else is easy in comparison. A merge with JK:Enhanced may attract more mappers, worth a shot anyhow.
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I was thinking about DF2 Mod into JK:Enhanced. The only difference is that there isn't a full game already on this engine, so there's a lot to be made asset-wise. I would be the project lead, or at least one of them. What do you guys think?
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True, but we could port over the remaining code. Would be useful for the JKA part of JK:Enhanced due to the many arms.
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Sof2 viewmodels use ghoul2, and have the ability to swap out different arm models while keeping the gun the same. It also has a reload system and prone for those interested.
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Yeah, sof2 code would be pretty cool. Could bring over its gore, hit map and viewmodel code over to jk:enhanced. Exploding into gibs from rockets and bombs is way more realistic.
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MB2 already has a better Leia which I think Liberty Ashford mangled it a bit from what Hapslash made to suit her own weird perception of the female form. They should ask Hapslash to have it released for those not using MB2.
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Whoa awesome! I wake up to great news!
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Nah but it wouldn't be too much work for someone to give him his own skeleton + animations, he wouldn't need all that the main GLA has.
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Well whatever it is, Noesis doesn't do it.
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The longer the animation, the more the jitter from what I can see.
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I doubt we will get it this time, so let's have this as the last time we ask.
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Methinks the piggy needs a 'fat boy skeleton'.
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What I think would more motivate them is knowing about how dotXSI is coming to an end and us modders desperately need the code to add more formats
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Seen it in Noesis, Modview & ingame. It's just the way carcass compresses the animations methinks. What ever Rich did for Noesis produces next-to-no jitter.
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I have no doubt, but wouldn't it use too many bones just to do something a shader could do? I haven't a clue if JKA gets bogged down by a lot of bones or not.
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Not possible unless GLA's can store scale animation, and my tests have revealed they don't.