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Posts posted by AshuraDX
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I don't think that the xwing itself is causing the problem here, at least judging from the screenshots. The problem seems to be that the water is not covered by fog the same way as everything else, which creates this stark contrast between the black water and the xwing. As when you compare the xwing to the surrounding foliage around the water it doesn't look out of place.
I'll see if I can figure out why this happens.
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Something I was playing with that will make it into a future release of Q3ME, but will be left out for the first release due to the amount of time it will take to finish.
https://www.youtube.com/watch?v=0KNit9f97iU
This allows me to visualise the way the vertex alpha shader looks ingame inside of 3ds max while painting the alpha values in Realtime. which is insanely cool imo.
Archangel35757, RAILBACK, Psyk0Sith and 3 others like this -
Not actual progress but something I spent way too much time on these past few days:
This is an aniamted lava shader (32 frames animmap) with vertex alpha control over the crust/liquid ratio. So this is essentially the same as a terrain blending shader.
Torki, Vade Parvis, RAILBACK and 4 others like this -
Reason for this, I believe, is because (i think), it was optimized to work more with Mac computers as opposed to Windows, not sure if thats a thing, but it caused my game to react weirdly.
uhm. No.
That's not a thing at all
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Just dropping this here
EDIT:
Also added 3 Point Clipping!
I got a little carried away and messed with other features of my Kit and standard 3ds tools
RAILBACK, Archangel35757, username666 and 1 other like this -
The link on your signature does not work xDD
Yeah, we moved the tutorials to a subforum:
https://jkhub.org/topic/10168-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/
@@minilogoguy18 you should update that link
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The best choice would be Softimage XSI Modtool, it's free and @@minilogoguy18 has recorded some fancy tutorials from what I recall.
Blender can appearently do it too but I havn't seen any tutorials on that and last but not least you could give yourself some cancer by trieing to use Dragon to animate.Siegfried likes this -
Check your pms @@Akkarin
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Nope, not exactly dependend
But somewhat broken in its current state, I plan to remake it some time.
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@@Akkarin, yes I did.
That one enver got a public release though after someone used it to disguise a ported model as custom work on here.
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Topic moved to Mod Requests & Suggestions.
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@@L303 to some extend, yes. it is based around scripts that effect the npc spawner that spawned the npc.
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That depends on the version of substance painter @@Akkarin is using. I havn't updated in a long time.
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That tutorial is meant for mapping applications.
These are basically premade NPC behaviours for custom maps. So unless you want to get into making custom maps these won't do anything for you.
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It's on my todo list, but not top priority atm.
username666, Archangel35757 and DT. like this -
Good question.
I don't know actually, I spent weeks working on my clone trooper. I still have to get V2 ingame.
How long it takes really depends on the model and how much time you are willing to put into reference research and detail work.
DT. likes this -
Okay, here we go.
This became incredibly rambly and kinda rushed but here it is: a terribly badly commented demonstration video showcasing how to export terrain from 3ds max with my plugin.here's the .map file for those itnerested:
https://www.dropbox.com/s/uyf8o0t5zz35ygb/TerDemo1.map?dl=0The tutorial I was referring to that explains the cocnept of alpha poles/fade brushes:
http://www.simonoc.com/pages/articles/terrain2_1.htmand last but not least the textures and shaders I used:
http://www.simonoc.com/pages/artwork/tp_terrain.htm
Psyk0Sith, Noodle, Archangel35757 and 5 others like this -
These are later brushes or patches? If the first one ... this would safe me huge amount of time.
Would this work on bigger scale objects such as terrain?
These are exported as brushes.
Terrain works a bit differently, this is really just like wrapping the entire object in plastic and using that hull for collision. Which isn't ideal for terrain.
I'll record a quick terrain demo later.
Langerd likes this -
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@@ZeroRaven this is bizarre
Can you upload the shader?
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That shader excerpt is looking fine, so I doubt that that's your problem.
But here's a silly idea, something that quite a few people run into that can really mess with you...
Are you displaying file extensions on windows? If you're not it may be that you have some filename shenanigans like the following going on:
myawesomeshader.shader.txt
I remember finding this after a long and painful time of searching for the reason why someone elses shaders wouldn't work. -
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@@Lwkill I sent you a pm
Blender for JKA 3d modeling
in Modding Assistance
Posted
Yes and yes. Most of the users here barely use it for actual modeling though and just bash pieces of models from other people together with a minimum amount of knowdledge about what the frick they are actually doing.
Tutorial wise I only know of this tutorial for custom vehicles
https://jkhub.org/topic/10159-creating-new-vehicles-with-blender/
and this video series covering Frankensteining/Kitbashing but also porting of individual model pieces from Skyrim
https://jkhub.org/topic/10172-blender-jka-frankenstein-modelling/
If you make your custom models and then follow the skyrim tutorial you should be able to get a model ingame.
The users @@Langerd and @@ooeJack should be able to help you with the Blender related problems you may run into.
If you have questions about the technical and more generic aspects of getting a character to work in JKA you can @mention me or send me a pm.