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AshuraDX

JKHub Staff
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Posts posted by AshuraDX

  1. 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.

    ooeJack likes this
  2. 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.

  3. 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.

  4. @

    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
  5. 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=0

     

    The tutorial I was referring to that explains the cocnept of alpha poles/fade brushes:
    http://www.simonoc.com/pages/articles/terrain2_1.htm

     

    and last but not least the textures and shaders I used:

    http://www.simonoc.com/pages/artwork/tp_terrain.htm

     

    @@Langerd

  6. 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
  7. @@ZeroRaven

    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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