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AshuraDX

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Everything posted by AshuraDX

  1. I'm also not quite sure how to segment the file for the variants, assuming I'm supposed to do that in the first place? Apologies for the newb questions incase you get these alot! The "folder name" you have to place there is not the name of the .pk3 file, but the name of the folder that holds the character model and texture files In the case of my Rorschach model it's quite simple: \models\players\rorschach you just need to take the name of the last fodler in that path and insert it as the tutorial says, like so: REFERENCE rorschach NOTES "For character menu" LANG_ENGLISH "Rorschach" Now onto Segmenting the skin into the 3 sections, this is what the full, default .skin file for rorschach looks like: Now all you have to do is split this file into 3 files by body parts, one for the head, another for the upper body and a final one for the lower body: Head parts: Upper Body: and lower body: just save these as head_a1.skin, torso_a1.skin and lower_a1.skin and you should be good to go. For any variations you might' want, I'd suggest to just copy & paste the texture names from the red & blue team skins over to duplicates of the part skin files named head_b1.skin etc. So if you wanted the option to use the head from the red teamskin, all you'd need to do is save this as head_b1.skin: or you could mix and match different pieces and textures together, maybe make a version of the default mask with the black hat from the red Teamskin. I hope this helps EDIT: Here's a set of Icons you can use for these customisation options: https://www.dropbox.com/s/id4z72r1yx04nph/Rorschach_icons.zip?dl=0
  2. @ I don't use Blender, so I can't tell you were to click to do it. But I can review the UV Layout you create after watching this Tutorial: I watched the first half of it and this guy does a great job at explaining it while demonstrating how to do it in Blender.
  3. Did you unwrap it already? If you have not, you'll have to get that out of the way before you can texture it.
  4. @@ArmyofGhoul Hey, glad to hear that you like the model! Here's a tutorial that you can follow in order to make it appear in the SP customization menu: https://jkhub.org/topic/10013-how-to-make-a-singleplayer-species-with-variants/
  5. 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.
  6. it was submitted as Artwork, which it is. That's why it was approved.
  7. 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.
  8. @@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
  9. 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.
  10. 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.
  11. I need to finish the new version of my customizeable saber hilt, I should have all of these parts in there.
  12. @@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.
  13. @@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?
  14. 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
  15. that's the problem, the skybox boundary is not set by some entity. It's a fixed component of the Map geometry.
  16. 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.
  17. 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.
  18. @@ChalklYne why don't you let carcass do the scaling for you?
  19. @@ChalklYne drop that spec map, Jabba doesn't shine as much. You should rather bake some of that normal detail into jabbas diffuse texture.
  20. Ask those questions in the Star Wars: Warzone subforum
  21. do you mean this? https://jkhub.org/topic/9651-random-development-screenshots/page-2?do=findComment&comment=148314
  22. that depends entirely on the type of license under which the original author provided his file.
  23. @@AuriusPheonix I deleted the duplicate of your thread, it was posted twice.
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