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Tempust85

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Everything posted by Tempust85

  1. It jitters AFTER it's been converted to GLA using carcass. The source file itself has no jitter.
  2. I don't see why not, it should just work like other models being sliced up. Will just need someone to export the rancor with the proper tags & caps.
  3. Yeah that would work but wouldn't it make the overall bone count too high?
  4. Only Assimilate can create animation.cfg files, Modview just reads them and creates animevents.cfg files.
  5. That would work easily if carcass could process scale animation data. May have to code in an eye texture swap from normal to dilated.
  6. He was unwilling to ask Raven for us, and felt it was rude to keep prodding them about it. He didn't mention he had the code, but he said Noesis does everything carcass can. I then PM'd him back with the issue for his GLM export.
  7. Here's something I just found from SoF2's GLA: Interesting.
  8. Only problem I can see is writing up a decent .cfg since SoF2 doesn't use them.
  9. Worked a bit on the body last night, nothing really to show off.
  10. Those gaps are weighing bugs. Easily fixed inside Max or Modtool.
  11. It's a no-go from rich.
  12. Just PM'd Rich, but he hasn't been on in a month though
  13. This is one of the strangest requests I've read.
  14. I think it would just be easier to fix the conversion to Ghoul2? We know it's not the Max (and probably not XSI) exporters or the dotXSI format. Doesn't anyone have a contact in Raven they can ask for carcass's source code? I wouldn't mind also getting carcass_prequat.exe.
  15. Hapslash didn't make a RotJ Stormtrooper, which the RotJ version only has a full black 'mouth'.
  16. I just noticed that the strong attack in JK2 (right to left slice) is different from JKA (front slice).
  17. Roger. @@eezstreet: (1) Is there a way to reduce how long the force power effect is played on the hand(s)? (2) I've noticed sometimes after a level load (next area) that the force power meter on the HUD stops functioning and flickers. (3) Also, the viewmodel likes to disappear after grip is played. Was doing this before your grip fix as well.
  18. You guys are nuts, that just makes things look hella weird.
  19. cg_fovviewmodel 70 looks nice to me with the new repeater. @@eezstreet I've tweaked the effects to play at 0,0,0 origin for the new repeater. I've updated the PK3 - now is assigned to replace the old repeater, added effects fixing. Same link as always in your current PM's.
  20. Dunno why Raven feels it's so difficult to upload a handful of files seeing as the rest of the source code is already out. Why guard the code to a compiler......
  21. Yeah, I meant adding the ability to compile .xsi to .glm/gla from assimilate and forget carcass. This way, anyone can change what they want to the ghoul2 format or even make a ghoul3 format. Half of the work is done, seeing as assimilate can import .xsi files. Just call it Assimilass. If people still want to use carcass with assimilate, just use the original tools. @@Xycaleth Also, you could do away with FBX (you said it was a pain) and just upgrade the code to accept dotXSI 6.0 as well as 3.0/3.5.
  22. We could finally replace carcass, and would be more user-friendly.
  23. @@Xycaleth I was thinking. What about making assimilate able to compile Ghoul2 (without the need for carcass)? It can already work with .xsi files and would serve as a good GUI.
  24. Having an issue with grip not playing properly. I've sent you a PM eez.
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