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Jeff's never ending WIP's


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Posted
  On 9/16/2016 at 5:29 PM, jchapman1984 said:

Is the TOR droid mapped to a human player model like Chopper, or a droid Skeleton?

 

It's a player model like Chopper.

 

  On 9/16/2016 at 6:02 PM, JAWSFreelao said:

Jesus Jeff. Kicking ass even with work.

 

More like work is kicking my ass.  :P

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Posted
  On 9/17/2016 at 6:53 AM, jchapman1984 said:

Sorry work's being so rough, but thank you so much for all you do!

 

It's wouldn't be that bad if I wasn't there 65 hrs a week. :D Thanks btw.

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Posted
  On 9/16/2016 at 2:57 AM, Jeff said:

Been busy with work lately so not much too show

 

29628501811_cf80eb4c38_b.jpg

 

29674328966_ff83fcfe41_b.jpg

I love this tank. The chain guns especially.

"Y'know those lasers we have? Fuck 'em. We'll just use bullets. Lots of bullets."

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Posted

@@Jeff Your work is awesome! Think you could maybe frankenstein a better/improved version of the Hoth Sith Stalker? I notice the original port seems glitchy and has empty spaces.

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Posted
  On 9/19/2016 at 11:04 PM, Lucy said:

@@Jeff Your work is awesome! Think you could maybe frankenstein a better/improved version of the Hoth Sith Stalker? I notice the original port seems glitchy and has empty spaces.

I second this! :D

Posted
  On 9/19/2016 at 11:04 PM, Lucy said:

@@Jeff Your work is awesome! Think you could maybe frankenstein a better/improved version of the Hoth Sith Stalker? I notice the original port seems glitchy and has empty spaces.

 

What do you mean by empty spaces?

Posted
  On 9/20/2016 at 5:55 PM, The Punisher said:

If you look closer to the model, there are empty spaces between the joints. Like a  ghost in an armor.

 

  Reveal hidden contents

 

 

BTW, Thanks to @@Seven for fixing the light saber details.

@@Jeff, @@Seven I have another proposition should one or both of you choose to work on the Lord Stalker and fix these empty spaces. Try making the hands move too, that's a small detail, but it could be done, I hope.

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Posted
  On 9/20/2016 at 5:55 PM, The Punisher said:

If you look closer to the model, there are empty spaces between the joints. Like a  ghost in an armor.

 

  Reveal hidden contents

 

 

BTW, Thanks to @@Seven for fixing the light saber details.

 

I haven't looked at the model but it looks like a shader issue more than a model issue.

Posted
  On 9/21/2016 at 4:02 AM, Dexter987 said:

26759842012_b683e2c46b_b.jpg

 

26078991446_38d2e558b9_b.jpg

 

27277840954_f6ea73bf60_b.jpg

 

no news for these incredible work!!??

 

What news are you expecting, the links for the models are available in the thread.

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Posted
  On 9/21/2016 at 6:13 AM, Dexter987 said:

Because i get "collision error " in sp.

 

The models have too many verts, only solution is use OpenJK. These and all models on this thread are really only set-up for MP.

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Posted
  On 9/21/2016 at 3:12 AM, Jeff said:

I haven't looked at the model but it looks like a shader issue more than a model issue.

Actually Jeff, I can vouch for @@The Punisher on this. It's a model issue. I once used this model WITHOUT the shader, and it still had this problem.

Posted
  On 9/21/2016 at 6:41 AM, ShadowPhoenix said:

Actually Jeff, I can vouch for @@The Punisher on this. It's a model issue. I once used this model WITHOUT the shader, and it still had this problem.

 

That would only exacerbate the issue. Jeff is saying it looks like the shader file for it hasn't correctly made certain surfaces double-sided (which is one of the main things shaders are needed for) thus resulting in in-game results that resemble gaps in the model. It needs a shader file.

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Posted
  On 9/21/2016 at 6:43 AM, Kualan said:

That would only exacerbate the issue. Jeff is saying it looks like the shader file for it hasn't correctly made certain surfaces double-sided (which is one of the main things shaders are needed for) thus resulting in in-game results that resemble gaps in the model. It needs a shader file.

I know the answer is obvious, but can it be fixed?

Posted

Sorry guys, I apologize if I upset anyone, it wasn't my intention. I respect (and admire) you very much. I am no expert, I was just trying to illustrate what the issue was from a user's perspective.

 

I am willing (and trying to learn) so I can contribute more to the community. If there is an easy way how to fix these kind of issues, it would be greatly appreciated if someone could show us how so we can also learn and be able to contribute more.

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Posted
  On 9/21/2016 at 12:33 PM, The Punisher said:

Sorry guys, I apologize if I upset anyone, it wasn't my intention. I respect (and admire) you very much. I am no expert, I was just trying to illustrate what the issue was from a user's perspective.

 

I am willing (and trying to learn) so I can contribute more to the community. If there is an easy way how to fix these kind of issues, it would be greatly appreciated if someone could show us how so we can also learn and be able to contribute more.

Same.

Posted
  On 9/21/2016 at 6:43 AM, Kualan said:

That would only exacerbate the issue. Jeff is saying it looks like the shader file for it hasn't correctly made certain surfaces double-sided (which is one of the main things shaders are needed for) thus resulting in in-game results that resemble gaps in the model. It needs a shader file.

 

 

This is what I meant. The fix is simple just right a shader file and make sure you add cull twosided to every part that has holes in it

 

  On 9/21/2016 at 6:54 AM, ShadowPhoenix said:

I know the answer is obvious, but can it be fixed?

 

 

  On 9/21/2016 at 12:33 PM, The Punisher said:

Sorry guys, I apologize if I upset anyone, it wasn't my intention. I respect (and admire) you very much. I am no expert, I was just trying to illustrate what the issue was from a user's perspective.

 

I am willing (and trying to learn) so I can contribute more to the community. If there is an easy way how to fix these kind of issues, it would be greatly appreciated if someone could show us how so we can also learn and be able to contribute more.

 

Here's my shader file from Tulak 

 

models/players/Tulak_Hord/chest
{
cull twosided
    {
        map models/players/Tulak_Hord/chest
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/chest
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
}
 
models/players/Tulak_Hord/torso_DF2
{
cull twosided
    {
        map models/players/Tulak_Hord/torso_DF2
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/torso_DF2
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
    {
        map models/players/Tulak_Hord/glow
        blendFunc GL_ONE GL_ONE
        detail
        rgbGen identity
    }
}
 
models/players/Tulak_Hord/bracer
{
cull twosided
    {
        map models/players/Tulak_Hord/bracer
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/bracer
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
}
 
models/players/Tulak_Hord/face
{
cull twosided
    {
        map models/players/Tulak_Hord/face
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/face
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
}
 
models/players/Tulak_Hord/legs
{
cull twosided
    {
        map models/players/Tulak_Hord/legs
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/legs
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
}
 
models/players/Tulak_Hord/waist
{
cull twosided
    {
        map models/players/Tulak_Hord/waist
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/Tulak_Hord/waist
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
detail
    }
}
 
Notice at the start of every bracket I have "cull twosided" that has to be in your shader file for the parts that you can see through. I don't have the Stalker model or I'd just write it myself. Just replace Tiulak_Hord with your model name and then replace every texture name from mine with the stalker's texture names, and your done.
Posted

Thanks Jeff. I tired the shader but it didn't helped

 

  Reveal hidden contents

 

 

 

BTW, I posted a copy of the model here:

https://mega.nz/#!rJBD0AZR!xyA_GwpyQfRRFS_wJb-1OQqc5kviGDvCtzqT4PdoNps

 

I've checked several shader tutorials but I can't get my head around it. If any of you know a good shader tutorial aimed at JK with line-by-line description of what each line does, please let me know so I can try it.

Posted
  On 9/21/2016 at 5:08 PM, The Punisher said:

Thanks Jeff. I tired the shader but it didn't helped

 

  Reveal hidden contents

 

 

 

BTW, I posted a copy of the model here:

https://mega.nz/#!rJBD0AZR!xyA_GwpyQfRRFS_wJb-1OQqc5kviGDvCtzqT4PdoNps

 

I've checked several shader tutorials but I can't get my head around it. If any of you know a good shader tutorial aimed at JK with line-by-line description of what each line does, please let me know so I can try it.

It looks like the that the shader file was removed here. But I've seen pics with the model WITH the shader and the openings are still there.

Lucy likes this
Posted
  On 9/21/2016 at 5:08 PM, The Punisher said:

Thanks Jeff. I tired the shader but it didn't helped

 

  Reveal hidden contents

 

 

 

BTW, I posted a copy of the model here:

https://mega.nz/#!rJBD0AZR!xyA_GwpyQfRRFS_wJb-1OQqc5kviGDvCtzqT4PdoNps

 

I've checked several shader tutorials but I can't get my head around it. If any of you know a good shader tutorial aimed at JK with line-by-line description of what each line does, please let me know so I can try it.

 

Can you upload the shader file you made based on Jeff's suggestion?

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