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Archangel35757

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Everything posted by Archangel35757

  1. well, the JO/JA facial bones are a subset of the SoF2 facial bones.
  2. hah... real-life keeps me too busy. But I've got some free time coming up.
  3. Yes, I am planning to use new facial bones because the JO/JA/SoF2 facial bones (except for eyes) are not symmetric about centerline plane... we can link/constrain the SoF2 bones to them for backwards compatibility.
  4. @@DT85 - that's the plan... the max8 JO/JA skeleton I uploaded has all the bones (color coded... even the SoF2 facial bones).
  5. Rust on your weapon??? A Clone Trooper would never let that happen. Read the Rifleman's Creed: I hope your next request isn't a pledge pin for his uniform! (hopefully you get the reference). ...just teasing you.
  6. @@Asgarath83- You also are not using the correct version of Carcass. You are using v2.1 (which has issues); you need to download and use Carcass v2.2. Here: https://jkhub.org/files/file/2074-carcass/
  7. I think the original game's saber blades best adhere to the original trilogy. Most blades people use now look like glowing broom handles, or pencil-sharp broom handles... I don't think plasma would behave like the latter.
  8. is there a Flank behavior? If not, is it possible to create new behaviors?
  9. what we need are better AI team/squad tactics... like true soldiers would do-- act as a team/squad and not all individuals... i.e. They should use better tactics to achieve an objective (flank, provide cover fire, use objects as cover, fire&return to cover, etc.) The best AI I've played in this regard was Rebellion's WWII Sniper Elite game.
  10. because it is the Ghoul2 model previewer-- to check the model for animations, etc. Plus it's much easier to spin the model around to get different perspectives and check skin weighting mesh deformations, etc. And it would also be easier to check multiple skins in the model G2 Skin file.
  11. Also, as part of this endeavor... I would ask that you coding wizards incorporate the rend2 code into ModView... so we can accurately preview textures & shaders. Thanks!
  12. redefine the Globals that are not shared as: sp_GlobalVar1 and mp_GlobalVar1. Too simple?
  13. So this is some sort of on-the-fly in-game AI modification tool? It would be really nice to have something like this (a visual AI tool) in a version of the GTKRadiant editor.
  14. I think it would be simpler to just let the player find the upgrade parts during gameplay (also scavenge them off of enemy dropped weapons) and then give them the KOTOR workbench to reconfigure their weapon. Similar to how Lara Croft can upgrade her weapons in the latest revamped Tombraider
  15. an option like that would likely need a dropdown option list so the modeler/artist could specify which type of normal map it is, right? Or would different normal map specification be handled in the shader only?
  16. @@Xycaleth -- maybe you guys should consider bumping the limit to 15k (or higher) to account for Ghoul2 weapons?
  17. @@Xycaleth - so this is the vanilla game limit? Since you say OpenJK 13100 verts? can we increase this transform limit so that in SP we can have same number of vertices?
  18. @@AshuraDX -- maybe it's renderer related? @@Xycaleth, @@eezstreet -- is there any way to trap the error and get some error message from the console?
  19. and they both are using the _humanoid.gla?
  20. you don't have more than 32 parts do you?
  21. ^ ...this would also force the player to better manage his IR Goggle battery life... in a heavily mined map.
  22. maybe to make it tougher-- you guys could hide the blue trip mine laser and make it only visible when wearing IR goggles... just a thought. That way mines might be a little harder to detect if concealed well.
  23. nice work! But what's the point of having trip mines (or detpacks) if everybody can easily disarm everybody else's mines by simply pressing "USE" key? Where's the challenge? Also, imo players should only be able to carry a limited number of them.
  24. ...and JK Outcast has nothing equivalent?
  25. Would it not be simple to just have the Gun Site turn into the hand cursor to let you know you can disarm the mine?
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