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Everything posted by Archangel35757
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Why not put additional GLA files in the same folder as the original GLA?
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@@Cerez-- this wouldn't break compatibility with legacy models (assuming their face was even weighted)... because the Raven facial bones are still there in the _humanoid.gla file.
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Well, on the "code-side" I have a little program written in C++ that extracts the phonemes from PRAAT as a UTF-8 text file ( The software program I will use for parsing audio recordings into phonemes ). I will need to incorporate this little program and other features into a 3ds Max maxscript file and face GUI and give it buttons to export out the text data files that @@eezstreet asked for in his "challenge" thread. I also plan to export the facial bones so that those who don't have 3ds Max should be able to achieve the same results using the Unreal4 face editor ( <<-- is that the correct face tool @@eezstreet )? But I've not done more than that now... first I need to finish the model and the facial rig... I'm currently working on the first ponytail hairstyle mesh now.
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Impossible? I wonder how they made that video then using OpenGL ...hmm I'm really not sure of what I'm asking... can rend2 project a caustic light pattern so that it shows up on whatever is "drawn beneath" it in the rendering layers/stages?
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If a water Shader was created (as alluded to... in Line#7797) that has a fog effect-- then the fog Shader itself can use a custom fog.tga, correct? And the water Shader could be used to determine the tint color overlay yes? But how would Cgame get this information from a water Shader to properly define the parameter hcolor? What would need to be done to achieve this result? You see the dolphins swimming thru the caustic effect... it also appears to have a "fog effect" to simulate underwater visibility limits
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Interesting that Line#7797 says fix me and alludes to what I'm suggesting. Correct me where I go wrong... How does it break compatibility if OpenJK's Cgame customized this? If a mod doesn't use the openJK cgame then it shouldn't matter, right? So the CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor) invokes the renderer (be it Vanilla or Rend2) to draw the specified hcolor overlay. Rend2 could have a user settable variable to either use the hcolor passed to it (by any mod's cgame) or else use a calculated color from a water Shader? Refer back to Line#7797.
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It could easily be made to work for existing mods with their own unique Cgames... just create a cvar, r_?, or other global varaible so that if false rend2 draws the default blue square (or whatever RGB color their unique Cgame passes to the renderer), but if true rend2 draws a unique color overlay that matches/compliments the current body of water, no?
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A blue overlay wouldn't fit when swimming underwater in a muddy river-- water color does vary. So what I am asking for would have to be handled by rend2... @@Xycaleth is that correct? ... with a boolean check in C game so that if renderer equals vanilla draw a blue square-- else draw nothing ( as this will be handled by rend2)
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@@gerbilOFdoom, @@Xycaleth, @@Raz0r... the current water filter overlay is a hard-coded RGB value in Cgame, yes? The parameter holding this RGB value gets passed to renderer to be rendered (either Vanilla or rend2), correct so far? Does the Cgame code then process the brush information & water shaders to the renderer for rendering? If so then it seems a simple method could be constructed to set the water filter overlay color RGB value to the specific water brush the player just dove into… and store this value into the parameter that holds the overlay. Initially draw it as dark gray or pale black (simulating eyes closed... if it takes a frame or two to compute the actual color).
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Someone please clarify my confusion... so this water filter overlay color is hard-coded in cgame. The vanilla renderer or rend2 simply render this fixed color based on whatever parameter stores this hard-coded RGB value, yes? So I am suggesting to modify the cgame code so that this water filter RGB color is a modifiable value based on a color that compliments the water brush itself... e.g. muddy river, green pond water, clear Bahamas, blue ocean, etc. (Do water brushes themselves have some sort of color value? Perhaps the caulk_water Shader can have a property for this overlay RGB color-- then it can be a unique value for each water brush area)
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It would be nice if this "throwable mod" would also create an underhand toss animation for the player... in addition to the standard throw animation
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I thought such a change would be independent of the renderer as you guys are saying it is a simple RGB color overlay with some large percentage of transparency, no? So either rend2 or the Vanilla renderer render this RGB color now, yeah? All I'm saying is to modify the cgame code so that it is not single hard-coded value... but rather gets it's RGB value from the color of the water brush itself.
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I'm sure a method can be coded to have the original color be a default value... based on some Boolean logic check
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But just changing that one RGB value in C game is just another hardcoded change... what I'm suggesting will take a little bit more code so that it automatically samples a color that complements the water brush itself. A brown muddy river is different than the clear waters of the Bahamas.
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I'm just not grasping your argument... I think it would be like any number of OpenJK enhancements-- that any mod using openJK would have this as an OpenJK base feature in cgame which they can then add their unique mod changes... and if for some unfathomable reason if they didn't want it, they could change it back, etc. For example, perhaps the cgame could be modified to sample the base color of the water brush?
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How's that? The source code can be modified... it could be totally removed, yeah? Seems like there would be some way to modify the code to have it be modifiable... or set to a specific color/hue... no?
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But if the underwater texture that is hard coded to be that blue color was modified in OpenJK code to allow the mappers to manually set that color ( thru a water brush parameter or some other mechanism-- or accept that standard blue color as a default)... then a mod (based on OpenJK) would have to change the code back to whatever else they wanted... Right?
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Would it not be an "enhancement" that could be baselined in OpenJK? And thus available to all mods using OpenJK? @@Raz0r
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Okay... then cgame should be modified so that it's not hard-coded but rather can be established by the mapper somehow as a water brush parameter.
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Why is that? Because it's a hard-coded overlay? If so I think rend2 should allow it to be a mapper designated color that could be used in conjunction with fog (to better simulate underwater visibility conditions) ...please.
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@@Tauns-- so you're using the new 3dsMax 2015 dotXSI exporter I uploaded for part of your workflow? If so, how about a review and vote on it in the Utilities section?
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I'm saying that using a fog brush entity under water would create a more realistic water visibility effect... and the fog tga could be tinted to complement the water color.
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Autodesk 3DS Max GLM Importer/Exporter Plugins
Archangel35757 replied to Scooper's topic in WIPs, Teasers & Releases
On import... do you have an option to rescale the incoming GLM from 64% back to 100% (scale factor 1.5625)? And likewise on export (100% to 64%)... -
@@Cerez -- Keep in mind, if the eye placement doesn't match the skeleton eye bones' placement you'll get bad eye movement when the eye bones rotate.
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But characters/NPCs (Mr. Shark) swimming thru a caustic effect would swim thru the light pattern.... like in that openGL video.