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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@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.
  2. @@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.
  3. After reading through this mess, I'd agree with that.
  4. Sorry, i'm not interested in fixing up any ports.
  5. Pretty much that, here's a picture of what the humanoid character skeleton for Jedi Academy looks like:
  6. @@Droidy365 On hold at best, putting all focus on the map exporter right now.
  7. A quick video tutorial on how to export models from 3ds max as .md3 with proper texture assignments. https://jkhub.org/files/file/2982-3ds-max-quake-iii-md3-exporter-multi-version-pack/
  8. Yup, the max space for md3 models is from [-256,-256,-256] to [256,256,256] so unless your objects fits into a 512x512x512 cube you'll get messy results.
  9. Not exactly. Have you ever used the material editor in 3ds max? (the menu that opens when you press m) Rename the materials to match the shaderpath you need.
  10. For md3 models exported with this exporter it works like this:
  11. Are you exporting to ASe from 3ds max? Your materials are most likely set up the wrong way.
  12. My plugin is not a model to map converter in any way. Q3map2 also doesn't give a shit about misc_model entities with more than 1000 verts on a surface iirc.
  13. feel free to supply me with screenshots and I'll put it up
  14. That's not going to happen, atleast not when it comes to stuff from the dropbox as it's from an old Minecraft themed TC and pretty much nothing in there is finished. And aside of the models I just extracted from there nothing is my work. @@Lord Of Hate since I can't bother myself to go around and take screenshots of all this poop for a proper JKHub submission: https://www.dropbox.com/s/y15yhy5p4zicttq/MinecraftModelPack_unfinished.zip?dl=0 hope you enjoy that pack.
  15. Don't worry, I didn't forget about this - it just turned out that I'll have to do some cleaning up here before I push this stuff out. I have to take collect my stuff from an old shared dropbox folder with tons of stuff I did not make.
  16. Oh. Poop! Yeah, I totally forgot about this. I'll try to remember this when I'm back home on Monday.
  17. misc_models do not count as entities, they are emrged into the .bsp tree on compile as far as I know. Other misc_model_* entities however do count as entities.
  18. That is something that I do not know for sure.
  19. Xnormal and substance Designer can alkso convert back and forth between world space and tangent space normals
  20. @@ChalklYne - do you have smoothing group breaks along those edges by chance?
  21. @@ChalklYne - did you uplaod the correct model? The tris on the back are still there
  22. weld this loop or downsize it to fix this cylindrical indentation - a dish shape is what you want. the clipping here could also be reduced with some slight retouching you could make these two tris cancel each other out by adding the green edge and removing the two red ones. I think you may have overbulged the wrists now - that's all I got for the moment @@ChalklYne The topology looks pretty solid and the shape is good too! - may benefit from some asymmetry - but that could be tweaked later!
  23. @@ChalklYne https://sketchfab.com/models/94a01696c6d644ccba28131571eb8dcf see that number? The One highlighted in green? take that sucker and stuff it into some sketchfab tags: [sketchfab]94a01696c6d644ccba28131571eb8dcf[/sketchfab]
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