Tempust85 Posted January 23, 2016 Posted January 23, 2016 Someone really needs to make a tutorial about baking high poly details into the diffuse properly for JKA. CommanderXeph, Scerendo, krkarr and 3 others like this
Langerd Posted January 23, 2016 Posted January 23, 2016 Someone really needs to make a tutorial about baking high poly details into the diffuse properly for JKA.That would be very helpful
AshuraDX Posted January 23, 2016 Posted January 23, 2016 @@DT85, @@Langerd I'd suggest taking a look at this : http://steamcommunity.com/sharedfiles/filedetails/?id=316375622that's pretty much what I do, except that I use a curvature map instead of those 2 cavity maps there isn't a "fixed" one and only way to do it - the best results are still achieved by painting (which I'm mostly to lazy for when working at weapons) Langerd, Scerendo and Bek like this
Langerd Posted January 23, 2016 Posted January 23, 2016 @@DT85, @@Langerd I'd suggest taking a look at this : http://steamcommunity.com/sharedfiles/filedetails/?id=316375622that's pretty much what I do, except that I use a curvature map instead of those 2 cavity maps there isn't a "fixed" one and only way to do it - the best results are still achieved by painting (which I'm mostly to lazy for when working at weapons)Many thanks! I always thought that is made that way . Very detail model, Textures and putting these extures on low poly model I still doesnt know a lot but in free time i will check how to do it. Thanks!
Tempust85 Posted January 23, 2016 Posted January 23, 2016 Thanks! The detail he got into that diffuse is amazing krkarr and Scerendo like this
Tempust85 Posted January 26, 2016 Posted January 26, 2016 Having a look at your model and for such a high poly model, you really should have LODs. There's also areas that could stand to drop a few tris. Scerendo likes this
Scerendo Posted January 27, 2016 Author Posted January 27, 2016 Having a look at your model and for such a high poly model, you really should have LODs. There's also areas that could stand to drop a few tris. Hey thanks for feedback. Oh didn't know LODs were a thing in JKA? Is there a guide on them anywhere? I will indeed keep that in mind for future for Poe. Thats good to know though, I'm quite used to a higher poly workflow so I'm still learning when it comes to optimizing for JKA.
Scerendo Posted January 27, 2016 Author Posted January 27, 2016 What program do you use to export to JKA? I've been using XSI Softimage at the moment, but I m planning to look at archangel's plugin for 3ds max for the future. Archangel35757 likes this
minilogoguy18 Posted February 14, 2016 Posted February 14, 2016 You pretty much name everything with a suffix using numbers 1 through 3 for the next level of detail with the high resolution mesh having no suffix. Tempust85, Archangel35757 and Scerendo like this
Tempust85 Posted February 15, 2016 Posted February 15, 2016 Yeah there's no need to switch from XSI, it exports everything archangel's plugin for max can afaik Scerendo likes this
Archangel35757 Posted February 25, 2016 Posted February 25, 2016 Yeah there's no need to switch from XSI, it exports everything archangel's plugin for max can afaik Yep... that's correct-- you can also setup the CustomPSet templates for the Ghoul2 skin file exporting in Softimage as well. So if you're comfortable using Softimage XSI, then there's no reason to change. minilogoguy18 likes this
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 There's a problem with this, all lightsaber blades are broken on this outfit. & All the robed versions of this outfit, would really love a fix as unfortunately this is my favourite character mod in JK lol.
Lancelot Posted January 29, 2017 Posted January 29, 2017 There's a problem with this, all lightsaber blades are broken on this outfit. & All the robed versions of this outfit, would really love a fix as unfortunately this is my favourite character mod in JK lol. Have you tried using OpenJK?
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 Have you tried using OpenJK? No... I'm running my setup through JK Enhanced so I'd rather not do that. It's only that particular set, not the headpiece but the body that's causing the lightsaber blade of the PC to disappear and seemingly do no damage. That body design and the versions with the robes over it. The rest of the sets in "Aayla Secura" work fine.
Tompa9 Posted January 29, 2017 Posted January 29, 2017 No... I'm running my setup through JK Enhanced so I'd rather not do that. It's only that particular set, not the headpiece but the body that's causing the lightsaber blade of the PC to disappear and seemingly do no damage. That body design and the versions with the robes over it. The rest of the sets in "Aayla Secura" work fine. Open a skin file and look for lines r_hand,models/players.... and rename it to r_hand,*off...it should work, it is common bug, mostly for HS skins
The Punisher Posted January 29, 2017 Posted January 29, 2017 Open a skin file and look for lines r_hand,models/players.... and rename it to r_hand,*off...it should work, it is common bug, mostly for HS skins That will turn off a hand that is used. It should be, rename r_hand,*off with r_hand,off Do it also for the l_hand (specially needed if you plan on using dual sabers). See https://jkhub.org/tutorials/article/137-fix-hapslashs-anakin-model-no-lightsaber-blade/ Thanks to @ for pointing me to the solution and @@Circa for the workaround. I haven't found the official cause but my guess is (I might be wrong, is just me trying to make sense of it), there are multiple hand objects but only one hand tag, when you turn off the hand that is associated with the Tag using "*off", all the "child objects" (including the Tag) is turned off but maybe using "off" (without " * "), it doesn't turns of the "child objects"? That's just a wild guess. BTW, the model works fine in OpenJK without issues. It has the problem in JKE (which crashes more than a blind man in a Nascar race). I just tried the fix and it worked. Tompa9 likes this
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 That will turn off a hand that is used. It should be, rename r_hand,*off with r_hand,off Do it also for the l_hand (specially needed if you plan on using dual sabers). See https://jkhub.org/tutorials/article/137-fix-hapslashs-anakin-model-no-lightsaber-blade/ Thanks to @ for pointing me to the solution and @@Circa for the workaround. I haven't found the official cause but my guess is (I might be wrong, is just me trying to make sense of it), there are multiple hand objects but only one hand tag, when you turn off the hand that is associated with the Tag using "*off", all the "child objects" (including the Tag) is turned off but maybe using "off" (without " * "), it doesn't turns of the "child objects"? That's just a wild guess. BTW, the model works fine in OpenJK without issues. It has the problem in JKE (which crashes more than a blind man in a Nascar race). I just tried the fix and it worked.Would you still really recommend OpenJK more- even for someone who has no interest in MP?
The Punisher Posted January 29, 2017 Posted January 29, 2017 Would you still really recommend OpenJK more- even for someone who has no interest in MP? OpenJK is not just for MP. It works for both. I only play SP and only use OpenJK. I tried JKE just for the force Repulse but it crashes more than I can play...and the Force Repulse is just a big enhanced push, not like in TFU, so I went back to OpenJK.
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 OpenJK is not just for MP. It works for both. I only play SP and only use OpenJK. I tried JKE just for the force Repulse but it crashes more than I can play...and the Force Repulse is just a big enhanced push, not like in TFU, so I went back to OpenJK. Mmmmm... I play on Windows and the things I like about JKEnhanced is the "Rendasaurus", lightsaber on hip, no ghoul error, RGB sabers and the force powers; Stasis and Insanity (The rest are eh to crap IMO.) So what does OpenJK have in comparison?
The Punisher Posted January 29, 2017 Posted January 29, 2017 OpenJK has stability. I only had like 2 crashes and they were caused by mistakes in models I've compiled/modified which in turn got me to fix the models which is a good thing. I also play on Windows, and OpenJK also fixes the ghoul errors (JKE is based on OpenJK, but hasn't been updated in a long time). The only other thing I liked about JKE was the RGB sabers and it doesn't works with Custom Blades like TFA or TFU blades (at least I haven't found a way to make it work). The rest, I don't care. Is not worth with all the crashes.
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 OpenJK has stability. I only had like 2 crashes and they were caused by mistakes in models I've compiled/modified which in turn got me to fix the models which is a good thing. I also play on Windows, and OpenJK also fixes the ghoul errors (JKE is based on OpenJK, but hasn't been updated in a long time). The only other thing I liked about JKE was the RGB sabers and it doesn't works with Custom Blades like TFA or TFU blades (at least I haven't found a way to make it work). The rest, I don't care. Is not worth with all the crashes. Hmmm.. seeing as you've done it would you be willing to give me installation instructions in a PM?
The Punisher Posted January 29, 2017 Posted January 29, 2017 Installation is just the same as JKE (unzip everything to GameData folder, then use "openjk_sp.x86.exe" for SP). I suggest a clean install of JKA (and updated to 1.1) LucyTheAlien likes this
AshuraDX Posted January 29, 2017 Posted January 29, 2017 @@LucyTheAlien JKE is based on OpenJK - you are running OpenJK allready
LucyTheAlien Posted January 29, 2017 Posted January 29, 2017 @@LucyTheAlien JKE is based on OpenJK - you are running OpenJK allready Yeah but Force Repulse is garbage and so is constantly coming across issues like this.
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