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Everything posted by AshuraDX
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Need a lot of help. i wanna to learn not humanoid animations.
AshuraDX replied to Asgarath83's topic in Modding Assistance
This sounds like a flaw with your importer @@Asgarath83 it seems to impprt the skeleton with a negative Z Scale, which ends up flipping it vertically on export. This is just a guess, but I can't imagine something else to be causing this issue. About the dummies: you can just create some new ones, position them at 0,0,0 and name them appropriately. -
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The Elder Scrolls V: Skyrim Daedric Armor
AshuraDX replied to Daedra's topic in WIPs, Teasers & Releases
Even more so if you import the already rigged .nif files straight from Skyrim, pose it, then export the weights. After that you should be able to just collapse the modifier stacks, reset Xforms and then delete the Skyrim skeleton while keeping the pose. When that's through add skin modifiers back in, import the weights and remap them to the equivalent jka bones, this should give you a for the most part perfectly weighted model. Only thing left to do would be hierarchy-setup and ideally LODs and you should be good to go with exporting the model. This is just a theoretic run-through of the process, so take it with a grain of salt. -
The Elder Scrolls V: Skyrim Daedric Armor
AshuraDX replied to Daedra's topic in WIPs, Teasers & Releases
@@Daedra here's a quick example of a bolt shot effect, I still need to fix that NPC hit issue. But I don't really have the time to do that this weekend. here's the file -
The Elder Scrolls V: Skyrim Daedric Armor
AshuraDX replied to Daedra's topic in WIPs, Teasers & Releases
huh, why should it be? I've done this in the past for a crossbow type weapon. Lemme see if I still have it. EDIT: It seems I don't have that one anymore, I'll see if I can find the time to wip something up. -
The Elder Scrolls V: Skyrim Daedric Armor
AshuraDX replied to Daedra's topic in WIPs, Teasers & Releases
Interesting how you split the credits for a ported model between you two without even so much as a mention of the original creators of this model. I don't know if you ended up paying him to port this @, but I'd advise you to be more careful with this in the future. If you payed him for this service you essentially paid someone to commit a form of copyright fraud, which may or may not be the wrong term for this. This certainly crosses the borders of the "porting grey area" and definitely breaks out of the usual "fair-use" scenario. Be careful with this stuff, for your own and the well being of jkhub. -
I need to finish the new version of my customizeable saber hilt, I should have all of these parts in there.
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@@Lord Of Hate I'd record them myself If I had the game, generic playthrough footage is not ideal if you want to accurately reproduce an area.
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@@Lord Of Hate this doesn't seem tooo complex, can you get me some ingame walkthrough recordings with focus on "detail shots" from this area?
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
you used a really old build back then, the tool has been extended with alpha blending tools for terrain a few months ago. Support for Terrain Patches has been changed slightly, it's way easier to set up now and can be monitored and edited a lot easier than before. But in essence it still works just the same, one patch per 3-4 sided polygon. and yes: it works in max 2017 -
Changing the size of the skybox/bounding box in a map
AshuraDX replied to woosie's topic in Modding Assistance
that's the problem, the skybox boundary is not set by some entity. It's a fixed component of the Map geometry. -
Changing the size of the skybox/bounding box in a map
AshuraDX replied to woosie's topic in Modding Assistance
I'd be surprised if this was easily achieveable. Even more so if this kind of change doesn't require a hard modification of the .bsp file. -
When to use a model & When to use a brush
AshuraDX replied to MajesticMadman's topic in Modding Assistance
I'd agree with this. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
oh, yeah I have seen that a few times. But I don't know what causes it. Q3Map2 doesn't seem to complain about that one anyway. -
@@ChalklYne why don't you let carcass do the scaling for you?
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@@ChalklYne drop that spec map, Jabba doesn't shine as much. You should rather bake some of that normal detail into jabbas diffuse texture.
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GTK radiant big terrain plug in \ script?
AshuraDX replied to Asgarath83's topic in Mod Requests & Suggestions
Ask those questions in the Star Wars: Warzone subforum -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Error messages or just glitched appeareance? -
GTK radiant big terrain plug in \ script?
AshuraDX replied to Asgarath83's topic in Mod Requests & Suggestions
do you mean this? https://jkhub.org/topic/9651-random-development-screenshots/page-2?do=findComment&comment=148314 -
that depends entirely on the type of license under which the original author provided his file.
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The First Sith - Aurius' New Workshop
AshuraDX replied to AuriusPheonix's topic in WIPs, Teasers & Releases
@@AuriusPheonix I deleted the duplicate of your thread, it was posted twice. -
@@diogocs195 @@Lord Of Hate I'm proud of you guys! @@Pickles256 I decided to remove your post and the replies to it. You have been asked to stop, please respect that.
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@@diogocs195 Do you consider personal insults to be constructive behaviour? Starting out with that makes your post join the ranks of "bitchy comments" in my humble opinion. @ Everyone involved: please stop this pointless discussion. @@Jeff even admitted that @@Lord Of Hate has a valid point and gave his own laziness as an explanation for the cause, which is also a valid point. Stop the bash, it gets no one anywhere.
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After reading through this mess, I'd agree with that.
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Sorry, i'm not interested in fixing up any ports.