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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Xeby @ Please keep it civilised, I don't like the way this is evolving at all.
  2. I was literally citing the canon source on the power of kylo's saber @Kylo went even further into star wars lore and rudimentary physics than me with his last post here.
  3. @@ChalklYne the animation seems very "floaty", there is no weight in its steps - in fact it looks like it's just paddeling in mid air with its feet. Are you using a Shadow rig to animate this or are you just moving the bones individually?
  4. If you go to the image lsit in your account and you click a thumbnail, you'll get this popup: That's how you can access the automatically generated size variations of your image on imgur
  5. They mostly do so because a lot of the stuff that is requested and shared here contains ported material that will not be hosted on this site.
  6. @@Xeby there is one thing that makes no sense to me: Why did you even bother making this thread if you are just going to ignore any other suggestions than your own?
  7. 1. There is a shader parm to make surfaces with that shader nonsolid, that's what I would use. 2. I think the best way will be to use light emitting shaders instead of placing random point lights. This will also force you to think about where you place your lights. When it comes to compiling there isn't a single "best" preset of command switches you should use. It mostly boils down to personal preference and how much time you are willing to invest into the compile. 3. Iirc you could do this with a func_useable linked to a movetarget entity.
  8. Q3map will convert the quads from the obj model into triangles anyway - so that is not going to change anything. In fact it does the same with brushes. You will also need to build a brush hull around the model for vis.
  9. Let me drop this here: Source:http://starwars.wikia.com/wiki/Kylo_Ren%27s_lightsaber It seems that kylos unstable blade is not unstable due to a lack of power or a "bad" focusing system but instead due to an overexcess of power which can not be contained and confined to the highly compressed state of a regular lightsaber blade. It lashes out like a raging fire. It does not just fuck up whats hit by the main core of the blade but also wrecks whatever is hit by the random sparks around the blade. Therefore I would up the damage or keep it the same as with regular sabers.
  10. Material assignment should not be a problem, collision will be.
  11. I'd try naming the materials to match the shaderpath. Simply importing game levels as .obj will most likely not wirk as well as you expect though.
  12. Finally found a way to draw entity target relations in 3ds max! not yet perfect, as the line draws voer top of everything and I cant seem to find a way to fix that.
  13. It's not released yet. It allows you to export simple 3ds max geometry to .map, It also allows you to place all sorts of entities and has some nifty tools for creating brush or path soups to build things like terrain more quickly. https://jkhub.org/topic/9752-wip-3ds-max-level-design-plugins/
  14. You will get the best results by rebuilding from scratch using as many reference screenshots as you can get. That floorplan idea is not bad. You could also use my 3ds max mapping plugin (which doesn't work in 3ds max 7 and older) to build a valid q3map around the imported original map.
  15. @@Asgarath83 Noesis will not convert .3ds or .obj files to useable quake 3 maps in any way. EDIT: turns out I missed to send you a folder that was required by the bandit_cleaned.ms file. Unzip this to some directory and then run the bandit_cleaned.ms file. This should finally work. https://www.dropbox.com/s/ygz17cc7cq8sscs/bandit_cleaned.zip?dl=0
  16. @@Asgarath83 glad to hear that it worked now! Blenders.obj exporter is kinda strange, importing those files into max allways results in a jarring mess. I use Noesis to convert .obj files from blender into a "different" .obj format that imports into 3ds max without any problems. EDIT: I also managed to successfully execute the bandit_cleaned.ms file in Gmax, which uses an even odler version of Maxscript than max 5 as far as I know. So I'm really puzzled as to why it would fail in max 5.
  17. That is exactly how it works. And why it fucks up and the fact that you use blender to convert the .glm models explains a lot. Blender splits meshes along their UV Seams. Try adding a vertex weld modifier with a really low threshold like 0.001 to the meshes and convert them to editable poly again. Then run the capper script.
  18. @@Asgarath83 I have no idea what you are doing wrong - are you running my capper on the reduced version? Send me the scene you are running it on. EDIT: Actually I may have an idea... Did you export to .3ds from max 2010 to carry the model into max 5? That would have split the model along UV seams - which breaks the capping script significantly.
  19. Yes indeed, but you don't need this thing to be lgihtmapped or aynthing so it should work just the same. Especially when you use it on a misc_model_static.
  20. @@DerFürst if you need further help with assimilate let me know
  21. @@Laisum you can use my shader from this: https://jkhub.org/files/file/2823-%7B%3F%7D/
  22. the error from my model capper script is a result of the improted meshes not being set to editable poly! Running the bandit file should work though - I have no clue why it does not. @@ArchAngel do you happen to have max 2010 installed?
  23. @@Asgarath83 Try it in max 2010 and export to .obj from there, this should have worked in max 5. i'll investigate.
  24. @@Asgarath83 in the top menu bar go to MAXScript>Run Script... and select the bandit_cleaned.ms file to import it. once that is done, just run the modelCapper.ms file to cap everything.
  25. these should run in max 5 - please try it and if they do not let me know, I mgiht be able to fix it. Also for this particular model - I would not decimate it. it's low enough in vertex and polycount that it should not kill JKA
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