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Archangel35757

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Everything posted by Archangel35757

  1. But people may want to use JKE as the basis of their mod, yes?
  2. Will you add it to the JKE engine?
  3. I will be developing my own lip-sync plugin based on PRAAT... (because there is not a good free one) to be used in conjunction with the facial rig.
  4. will the jetpack code be pulled back into OpenJK?
  5. If it were broken down then it would be on some sort of lift trailer... if you add landing feet, I think the landing pad feet should be taller and beefier... the players should at least be able to crouch walk underneath it
  6. My facial rig I create will be able to do lip-sync... I just need to develop it.
  7. There was no pic for this update?
  8. Have ammo pick-ups by searching dead bodies... (play search pat down animation like I posted in JKE from Sniper Elite game).
  9. Ok... so my idea for a Cinematic MD3 eyeball won't work like I wanted to pull off all the aspects of a realistic eye. So I will use @@eezstreet's suggestion of animated textures to replicate pupil dilation. The past two months I've been busy adding features to the MD3 exporters (which are now released... so I can get back to this project). So after much trial and error in learning Photoshop... I've finally come up with a brown Iris texture that I'm happy with... And here's how it looks on the model: I just need to modify some of the layers so I get a unique Left and Right eye texture... and I still have to add the blood vessels, etc.
  10. I sent it to you and @@Xycaleth via Discord.
  11. @@Xycaleth, @@DT85... I am very curious to know how @@Psyk0Sith's normal mapped MD3 and Ghoul2 "Door Sentinel" Droid looks in Rend2??? Screenshots, videos? I don't have OpenJK or Rend2 installed yet...
  12. ...wouldn't the foot look bad (not flexing at the ball-of-foot/toe)?
  13. Ok... so the version 2.2 pack is now released. Please provide feedback if you encounter any issues.
  14. Also, what program are you trying to do this with? Blender? 3ds Max?
  15. I can't believe that in all this time, nobody commented on the Unicode glitch with the Batch Export's "Browse for Folder" dialog in the Max2013+ plugins. Anyways, I've resubmitted "Beta1" versions for Max2013 thru 2017 to fix the text Unicode conversion.
  16. To those who downloaded the Beta0 version... please delete it and update to the latest Beta1.
  17. If the frame rates are consistent now, I'd say you fixed it! Great work! You should submit it as a pull request back to OpenJK (...of course you'll need to apply your fixes to a recent version of OpenJK). Then the other coders will have to look at it-- to approve it.
  18. @@minilogoguy18 - I never said I was just going to stop at the retargeted animation. It's just a starting point it will obviously have to be tweaked.
  19. I will make a tutorial after I successfully do it. I've had inrermittent luck.
  20. Well, but we are planning to make a custom NPC Rig and retarget the animations onto it. So the current sculpted pose will be the root pose.
  21. the ref poc looks more like a reflective mirror surface than see-thru.
  22. Please report any issues or problems with the exporter.
  23. Looks great! Maybe something Gamorrean-Samurai'ish for the helmet. Also, you still have the forearms pronating quite a bit from anatomically-neutral (imho).
  24. @@DT85 - Great work!
  25. 3dsMax.exe is a large address aware program... so shouldn't the DLL's that interface with it also be large address aware?
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