Jump to content


JKHub Staff
  • Posts

  • Joined

  • Last visited

Staff Member

AshuraDX belongs to the Staff group.

Profile Information

  • Gender
  • Location
  • Interests
    3d Modeling , Parkour/Freerunning
  • Modding Interests
    Texture Artist

Contact Methods

  • Steam
  • Discord
    ashuradx #1192

Recent Profile Visitors

18,824 profile views

AshuraDX's Achievements

  1. Does the scripts folder exist? It may be missing permission to create the folder to save the file there. Edit: Have you tried clicking the button with the 3 dots in the metashader section?
  2. That is very bizarre behaviour o.O
  3. As far as I know the game loads all shader files from all pk3s, and then sorts them alphabetically. So the pk3 name should not matter at all, just the .shader filename.
  4. The effect works by taking a snapshot of whats rendered behind it and transforming those pixels by modifying scale and translation slightly. This can not be replicated with the tools we have in vanilla jka. A modded renderer could probably expose the effect to the materrial system but that seems like a lot of work. @SomaZ should be able to elaborate on that. Not without making a fork of OpenJK, adding in your changes and compiling a custom version of the game executable that way I'm afraid.
  5. The displacement you see is a hardcoded effect which you can not access through conventional material definitions in .shader files.
  6. I just checked back with the plugin dev and it seems that LODs can be exported hjust as well as imported, regardless of what the outdated guide says. You just need to make copies of your model and tags/bolts for every LOD you want to add and add a number suffix to the copied meshes and bolts. You can import a base jka model with LODs to see how they are set up. I would suggest working with scene layers for the individual LODs to easily switch between them while working in max. I usually also keep the bones on a seperate layer. About rigging with no gaps: Have you ever used a skinwrap modifier before? One of its functions is to copy skin data from one object to another. This means you can rig a merged copy of your model that has not been split and then transfer those weights over to the split copy of the mesh. This is how I rig my models to avoid splits between parts. I actually have a premade, perfectly weighted base mesh that I always transfer from to get a good base to work up from whenever I make a new model. Fell free to add me on discord if you want a more in depth explanation ashuradx#1192
  7. Unfortunately this plugin is only a glm importer/exporter. They neither im- or export animations. The Gla is only needed for the exact bone position and orientation as well as the bone indices I would guess.
  8. Hey, that's even better. I'm kinda the local 3ds max guy, responsible for the JKA Animation CAT Rig and developing a Mapping plugin. Do you use the glm import/export plugins or do you work with the xsi->Carcass->glm route? I would recommend the latter. Pro optimizer has a lot of settings, but unfortunately when you import models from other games you often get open edges on a mesh. These often relate the hard edges or uv seams and can fuck with prooptimizer. A good idea would be to apply a weld modifier to the whole mesh and then optimize. You could go even further and retopologize over top of the imported model, then use render to texture to transfer the textures to your new retopologized mesh. That way you can quickly build a smooth, low detail surface over many small geometry objects that cover a mesh and project all of the detail in a texture map to use for your new lowpoly model. This is the way to deal with zbrush models btw, as this gives you full control over the mesh topology, which also makes for a faster rigging process and better animateability. About LODs, Yes they are absolutely required to avoid crashing with high poly models as you encountered. They help to prevent the Transformspace error by feeding the game with a lower detail mesh to do the collision calculations with while still keeping your immaculate, high detail model on display.
  9. You seem to have glanced over the LODS I mentioned. LODS are lower detail Versions of a model, packaged into the model. If a model has LODs, you can view them in Modview by using the F1 to F4 keys on your keyboard. How can they help? The Transform Space error occurs on collision against a model. If the model it is performing the collision check against is very heavy in geometry, the available memory does not suffice for the required calculations, resulting in the aforementioned error message. Luckily for us, the devs where rather smart about it and made it so that the game tries to use a lower LOD mesh for collision detection if one is available. This means that if your additional LODs are low enough, the game will not crash and continue running just fine. LODS are only shown to the player if: Low graphics settings are used The model is so far away from the player that he generally wouldn't notice in normal gameplay You could import a vanilal jka model into blender to see how the LODs are set up. Usually it should jsut be copies of every mesh with a _<number> at the end of their names. Do you have any further questions?
  10. lf you wanted to do that you would need to make a fork of openjk, edit the code and compile a new .exe for the game to do that. Are you testing the model in multiplayer or Singleplayer? The limit is higher in Multiplayer. Are you using OpenJK already? OpenJK Sp has lifted the limit to match the Multiplayer limits. If you are already using openJk, I would still suggest a more sensible route than adjusting the game code to up the limit. This alternative solution would be to add at least one, better two, LODs to your model. An LOD is a lower detail variant of a model that is used at Higher distances and also used for collision detection when available. The error you are encountering is related to collision detection for glm models. If you add two LODs and make sure that the second LOD sits at 25% of the vertcount of the original you should be good.
  11. Well, how do you feel about this? Moonbase Barrels phase 2? Just click the image to download a pk3 for the ball. It includes a PBR Material for Rend2 - but I am not 100% certain I set it up correctly. Been to long and this was a 1 hour job so I didn't take a lot of time to look things up. And I don't have Rend2 set up atm so I could not test it unfortunately. Maybe @SomaZ can verify the .mtr. The Normal map is in OpenGL Format (Negative Y axis) Not sure if I'd need to flip it in the material using the normalScale parm. I also didn't remember how to change an NPCs bounding box. It feels a bit tall at the moment.
  12. That is true, luckily NetRadiant-Custom does have its own documentation - but unfortunately it does not highlight what has changed over the classic Q3map2. Unfortunately that too seems only included in the download, unless I'm utterly blind and just can't find where it's hosted as a viewable site. There's also this feature overview for NRC: https://garux.github.io/NRC/
  13. I can't tell you the exact changelist, but besides a lot of optimizations it has duplicated some compiler params into entity keys you can set shadeangles and things like that on entity keys, so you could force different shade angles on the same material across different func_groups. @mjt should know more
  14. You could simply download netradiant, grab its q3map2.exe and replace your current one with it. Doesn't require you to use netradiant at all, I mean I'm piping maps from 3ds max into netradiants q3map2
  • Create New...