ChalklYne Posted September 16, 2018 Posted September 16, 2018 Lets get a polycount... for those interested.
Daedra Posted September 16, 2018 Author Posted September 16, 2018 Lets get a polycount... for those interested. This will require OpenJK since I've heard that running it on the base JA causes crashes. Polycount? Download and find out. @@ChalklYne From Rooxon: Yes, they vary but are still well within limits, no overkill. Most of them are very lowpoly, around 1000 verts, a couple range just above 2000 and have been split accordingly. In conclusion, it *might* cause a random transformspace crash on Base JKA with people spawning in roughly 50 NPC's with the weapons, but otherwise they should be working fine, for sure on OpenJK since the limits are raised there. You can always open them up in modview and check the counts there for each of them and confirm, as the count stayed the same thanks to the models already being optimized from Skyrim. I did not edit them in any way except scaling them and equipping with tags, then test enough to make sure they work well and I had no trouble in the slightest whatsoever.
ChalklYne Posted September 16, 2018 Posted September 16, 2018 Polycount? Download and find out. Is it classified? Is it above my paygrade? I dont see a download link. Is it hurtful to talk about in public? Is it beyond your expertise? Its a number. Information is free. It's somewhere between 8000 and 14000. I say 12000. Am I getting hot? My entire TIEFacility is 18000. Am I wrong to ask? What if my hardware is dependent upon your frugality of polygonal expenditure? What if I say please? Thats like McDonalds saying "you think our cheeseburgers suck? Buy one and find out." Can I have a sample? Take the max polycount and divide it by 3 and I'll do my own math. If you take the entire vertex count as a circumference can you tell me the diameter so I can use Pi to configure a baseline? Is it above 10,000? We're all friends... is it above 20,000? I think it's beautiful and out of place like a vagrant polar bear in Phoenix. Can we still be friends? Show the wireframe... in fact... I know its a sensitive subject... so show the wireframe behind a tasteful shower curtain and I will infer my own vertectual desires... EDIT in refrence to your edit:Ok... so that model is around 1000 to 2000 verts... might you have any magic beans i can purchase as well? the_raven likes this
Rooxon Posted September 16, 2018 Posted September 16, 2018 This will require OpenJK since I've heard that running it on the base JA causes crashes. Polycount? Download and find out. @@ChalklYne From Rooxon: Yes, they vary but are still well within limits, no overkill. Most of them are very lowpoly, around 1000 verts, a couple range just above 2000 and have been split accordingly. In conclusion, it *might* cause a random transformspace crash on Base JKA with people spawning in roughly 50 NPC's with the weapons, but otherwise they should be working fine, for sure on OpenJK since the limits are raised there. You can always open them up in modview and check the counts there for each of them and confirm, as the count stayed the same thanks to the models already being optimized from Skyrim. I did not edit them in any way except scaling them and equipping with tags, then test enough to make sure they work well and I had no trouble in the slightest whatsoever.That's in regard to the weapons, I have no clue about the armor but I'd guess it's a similar situation. Should have been optimized to the max, unless the model was edited in regards to the construction, UV map or smoothing groups - that obviously produces copy verts and raises the count. ChalklYne likes this
ChalklYne Posted September 16, 2018 Posted September 16, 2018 I love you Rooxon I just like to bust balls. Beautiful work, rigging and fitting were probably a whore. good job man Rooxon likes this
Rooxon Posted September 16, 2018 Posted September 16, 2018 I love you Rooxon I just like to bust balls. Beautiful work, rigging and fitting were probably a whore. good job manOfc Chalk, no probs and thanks for the compliment. In any case, I made and uploaded this so you can check for yourself (I also show where the counts are for those who don't know). the pic is huge so it's best to maybe save it and scroll around it to see all of them. picture:https://jkhub.org/images/4w2LRQZ.jpg Daedra likes this
Daedra Posted September 16, 2018 Author Posted September 16, 2018 Is it classified? Is it above my paygrade? I dont see a download link. Is it hurtful to talk about in public? Is it beyond your expertise? Its a number. Information is free. It's somewhere between 8000 and 14000. I say 12000. Am I getting hot? My entire TIEFacility is 18000. Am I wrong to ask? What if my hardware is dependent upon your frugality of polygonal expenditure? What if I say please? Thats like McDonalds saying "you think our cheeseburgers suck? Buy one and find out." Can I have a sample? Take the max polycount and divide it by 3 and I'll do my own math. If you take the entire vertex count as a circumference can you tell me the diameter so I can use Pi to configure a baseline? Is it above 10,000? We're all friends... is it above 20,000? I think it's beautiful and out of place like a vagrant polar bear in Phoenix. Can we still be friends? Show the wireframe... in fact... I know its a sensitive subject... so show the wireframe behind a tasteful shower curtain and I will infer my own vertectual desires... EDIT in refrence to your edit:Ok... so that model is around 1000 to 2000 verts... might you have any magic beans i can purchase as well? the_raven and ChalklYne like this
ChalklYne Posted September 16, 2018 Posted September 16, 2018 @@Rooxon This is the way ports should work IMO. Find something we dont have the desire to model and do your best. Theres honestly no other way youre getting it in game. The polyflow and original t-pose make it seem like such a whore to position and scale so a lot of work went into this. Thats what I like to see. Bravo gentlemen. Looks nice.
Rooxon Posted September 16, 2018 Posted September 16, 2018 @@Rooxon This is the way ports should work IMO. Find something we dont have the desire to model and do your best. Theres honestly no other way youre getting it in game. The polyflow and original t-pose make it seem like such a whore to position and scale so a lot of work went into this. Thats what I like to see. Bravo gentlemen. Looks nice. If I am honest with you, I actually did this in maybe half an hour before going to sleep - I had prepared the models beforehand, importing all 6 into one scene then scaling them in relation to kyle's sab, assigning materials. I have a pretty good perception of how big that hilt is relative to a playermodel in JKA I believe (after doing probably over 300 weps for the game), so actually I hit the relative sizes to the playermodel on the first try. I did do a few degrees of rotation here and there, fixed the tags on the battleaxe and waraxe and re-exported, but then it was just a question of getting the "blade lengths" for the .sab file to about the size of the area where the weapon should hit, which I also wrote down on a piece of paper while testing a second time ingame. After that, I tested one final time to make sure everything is okay and it was done. ChalklYne and Daedra like this
ChalklYne Posted September 16, 2018 Posted September 16, 2018 If I am honest with you, I actually did this in maybe half an hour before going to sleep - I had prepared the models beforehand, importing all 6 into one scene then scaling them in relation to kyle's sab, assigning materials. I have a pretty good perception of how big that hilt is relative to a playermodel in JKA I believe (after doing probably over 300 weps for the game), so actually I hit the relative sizes to the playermodel on the first try. I did do a few degrees of rotation here and there, fixed the tags on the battleaxe and waraxe and re-exported, but then it was just a question of getting the "blade lengths" for the .sab file to about the size of the area where the weapon should hit, which I also wrote down on a piece of paper while testing a second time ingame. After that, I tested one final time to make sure everything is okay and it was done. Hard work payed off. I havent downloaded anything since the black lightsaber blade back in 2002... but ill download this one out of GP's. Props. @@Rooxon youre a mad professor man Rooxon likes this
Rooxon Posted September 16, 2018 Posted September 16, 2018 I should also say, I had thought about re-doing the weps from scratch. Then I saw all those little funky indentations and organic-like morphs of them and after a few moments after thinking about the highpoly modeling of those, I said "aw hell no". Way too much stuff on my plate to take it up, maybe in the future, for a remaster mod for Skyrim.
Daedra Posted September 16, 2018 Author Posted September 16, 2018 Hard work payed off. I havent downloaded anything since the black lightsaber blade back in 2002... but ill download this one out of GP's. Props. @@Rooxon youre a mad professor man And here's the playermodel just ignore that it doesn't have textures on. ChalklYne likes this
Psyk0Sith Posted September 17, 2018 Posted September 17, 2018 @@Rooxon This is the way ports should work IMO. Find something we dont have the desire to model and do your best. Theres honestly no other way youre getting it in game. The polyflow and original t-pose make it seem like such a whore to position and scale so a lot of work went into this. Thats what I like to see. Bravo gentlemen. Looks nice. It actually is quite easy to get into JA's pose. I know because i took a stab at it and it took around 5 minutes to setup around the skeleton.
AshuraDX Posted September 17, 2018 Posted September 17, 2018 It actually is quite easy to get into JA's pose. I know because i took a stab at it and it took around 5 minutes to setup around the skeleton.Even more so if you import the already rigged .nif files straight from Skyrim, pose it, then export the weights.After that you should be able to just collapse the modifier stacks, reset Xforms and then delete the Skyrim skeleton while keeping the pose. When that's through add skin modifiers back in, import the weights and remap them to the equivalent jka bones, this should give you a for the most part perfectly weighted model. Only thing left to do would be hierarchy-setup and ideally LODs and you should be good to go with exporting the model. This is just a theoretic run-through of the process, so take it with a grain of salt. Psyk0Sith likes this
Daedra Posted September 17, 2018 Author Posted September 17, 2018 Skyrim crosshair now available:https://jkhub.org/files/file/3500-the-elder-scrolls-v-skyrim-crosshair/
the_raven Posted September 18, 2018 Posted September 18, 2018 So um, is it possible to have the saber-color menu assign actual skins to models? You know, like instead of having to play around with a ton of .pk3's, one for each model's skinset, we'd just have an instant skin-change by the press of a button?
Daedra Posted September 18, 2018 Author Posted September 18, 2018 So um, is it possible to have the saber-color menu assign actual skins to models? You know, like instead of having to play around with a ton of .pk3's, one for each model's skinset, we'd just have an instant skin-change by the press of a button? (bandit) I don't have any menu support for that sort of thing. I can give you a list though, so you can just go to the console and type "saber <sabername>". Battle Axe: Default:saber Daedric_Axe_nRed:Daedric_Axe_rBlue:Daedric_Axe_b Dagger: Default:saber daggerRed:saber dagger_rBlue:saber dagger_b Greatsword: Default:saber greatswordRed:saber greatsword_rBlue:saber greatsword_b Mace: Default:saber maceRed:saber mace_rBlue:saber mace_b Shield: Default:saber dshieldRed:saber rshieldBlue:saber bshield Sword: Default:saber daeswordRed:saber daesword_rBlue:saber daesword_b War Axe: Default:saber waraxeRed:saber waraxe_rBlue:saber waraxe_b Warhammer: Default:saber warhammerRed:saber warhammer_rBlue:saber warhammer_b
yaogamers Posted October 1, 2018 Posted October 1, 2018 Not had a chance to try this yet but wow another immense looking mod, only problem I have is which npc to put him up against first, thanks as always for you time and effort, fantastic TheWhitePhoenix and Daedra like this
Daedra Posted January 1, 2019 Author Posted January 1, 2019 UPDATE. I've removed red/blue skins, I felt they were not necessary, and took up too much space. They are gone, and won't be coming back. The Daedric Crossbow will not be added. It relies on crossbow animations which exist only in Skyrim, not JKA. Weapons have been overhauled, they now include their own animated glows, the same with the shield. dagger: sword: greatsword: war axe: battle axe: mace: warhammer: To make up for the lack of crossbow, two new weapons have been added. lightsaber: staff: The character is now GOOD. It is no longer an enemy/dark side user. The default is now a hero jedi, which makes sense as when you summon daedra in Skyrim, they fight for you (good side). The lightsaber colors will remain red despite being good. Aiming to attempt to get those red glows on the playermodel, but no promises (for a possible future final update). A huge thank you to Rooxon for helping with the weapons. Would not be possible without that awesome dude. Note: the skyrim crosshair is part of this by default. if you don't want it just delete the gfx folder out of the .pk3. New commands are as follows: //sword//npc spawn daedraplayermodel daedra //greatsword//npc spawn daedra_gsplayermodel daedra_gs //dagger//npc spawn daedra_dplayermodel daedra_d //battleaxe//npc spawn daedra_baplayermodel daedra_ba //waraxe//npc spawn daedra_waplayermodel daedra_wa //mace//npc spawn daedra_mplayermodel daedra_m //warhammer//npc spawn daedra_whplayermodel daedra_wh//saber//npc spawn daedra_splayermodel daedra_s//staff//npc spawn daedra_stplayermodel daedra_st Download:http://www.mediafire.com/file/joddb78ty7njgro/zzz_daedric.pk3/file Dark_Reaper, Droidy365 and DarthStiv like this
the_raven Posted January 2, 2019 Posted January 2, 2019 Speaking of lightsabers, can someone recreate the magicka saber from Skyrim? Droidy365 likes this
Daedra Posted January 4, 2019 Author Posted January 4, 2019 Speaking of lightsabers, can someone recreate the magicka saber from Skyrim? You mean this? the_raven and Droidy365 like this
the_raven Posted January 5, 2019 Posted January 5, 2019 You mean this? Yup. Always thought these hilts were cool, even though I didn't use the Magicka Sabers much myself Actually, how *legal* is it to recreate a mod for one game in another?
AshuraDX Posted January 5, 2019 Posted January 5, 2019 @the_raven Recreating should be fine, if you make a new Design based on them. Straight up porting someone elses work over can piss people off.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now