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AshuraDX

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Everything posted by AshuraDX

  1. You use 3ds max, correct? Then it should be as easy as making a copy of your model, attach all pieces together and convert that merged copy to an editable_poly object. Next up go to the modifier tab/mode, pick border selection and drag a large rectangle around your model (ctrl + a sadly doesn't give the desired result here). This will select all open edgeloops on the model. Next up, click the "cap" button to automatically close those holes. Now hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh. This will leave you with an object that has all your caps. Select that object, go to vertex selection, press ctrl + a and click "connect". This will triangulate the caps for you. Now add an Unwrap UVW modifier. Enable select by element and apply a planar map to all caps, I'd recommend using the "best align" option to make this quicker. Once this is done convert to editable poly again and detach each of the caps into their own objects and name them.
  2. You need to copy the direct image link, make sure it has a file extension at the end.
  3. Radiant sounds like such a pain to use. Mind sending me your .map file? I'll try to spot anything that is off and see if I can fix it for you. No promises that I can but I'll try - alternately I could try to port your work into 3ds max and do a clean reexport of your brushes hoping that that fixes it.
  4. A first idea would be to try and duplicate the hand tags on a existing model, then move them to another position and see what happens when the model is loaded ingame.
  5. https://jkhub.org/topic/10304-whats-the-general-vertpoly-limit-for-a-model-in-jka/
  6. We have Icons! a set of Toolbar Icons for different components of the script.
  7. Oh, I appearently never released my Minecraft weapons alongside Steve. I also still have stuff like a rideable pig and spider... I'll try to wrap them up and get them out on the weekend.
  8. sprites will depend on the shaders you use afaik, keep in mind that I am pretty new to mapping and I'm mostly developing this to get into mapping. I just couldn't get myself to use radiant at all. What does that plant planter do, well it's obvious what it does, but how does it do it? Does it allow you to click and place plants where you want them or does it randomly scatter them over the surface of your terrain? 3ds max can do both by default.
  9. While that works it is a ridiculous amount of effort
  10. sure, no code changes required for SP But in Base JAMP models that do not use the _humanoid.gla can not be chosen as your character model. It throws some warning/error message and defaults you to kyle instead iirc
  11. Not without code changes. And that undertaking would require everyone you play with to use that code mod.
  12. It will be rejected in multiplayer, the devs added a .gla lock for characters for some reason. Will be fine for singleplayer though
  13. I'll try to losen myself from adding more and more features to this and finally get out a release with a few basic tutorial videos, I actually wanted to do the latter this past weekend but caught a nasty cold and didn't feel much like narrating a tutorial video. So I have spent a bit of time developing this: This Small UI helper greatly improves working with textures for terrain: -you can now setup the multimaterial that I use in 3ds max to assign multiple textures to an object (which had to be manually built beforehand) by simply copy & pasting shader names and adding them to the list. -you can use the list to assign textures to different face selections by either double clicking or use the list as a palette for the new Paint Tool. -you can select and deselect faces based on used textures -you can select faces based on their facing direction and slope, which is a great way to quickly select all faces on a cliffwall or similiar stuff. -you can generate alpha poles along texture borders in a single click. Besides this I have also added a new Config option that allows you to quickly switch between Metric Units and standard Radiant Units (Inches). For those wondering: 1 meter equals roughly 40 Radiant Units.
  14. I was talking about adding an a to the beginning of the .shader filename.
  15. Try putting an a infront of the shader filename. The order in how it loads shaders seems to be reversed.
  16. honestly, I'd not start a build contest with that topic yet - the movie is brand new and I don't think a lot of people would like to have it spoiled
  17. I'd assume a bit of both.
  18. no worries about the time! You have made 2 points I was gonig to show anyway and about the third: How small in diameter? If yo umean things like small handrailings I would do them as models. The issue with round objects at smaller diameters in radiant does not come from radiant but from the limitations of the geometrical systems used by radiant.
  19. I am sorry that you felt offended by my remarks about your post. It was not meant to be any sort of attack on you as a modder or as a person. Things like that skybox slipup can happen - everybody makes mistakes. And I am not offended by that. I was just using the skybox slipup as an additional example as to what I was getting on to. Which was your presentation of your work and that it could be a lot better. I might be a bit different in the way I give feedback on things. I am very straight up and honest about what I think - I barely sugarcoat my feedback - even less so when I find myself repeating the same points over and over again (across different projects by the same author). This habit might be a german thing and it is something that many people seem to have a problem with. This is probably increased by the fact that I am very inclined to be cussing about the place for no real reason and my generally rather rough way of expression. The following does not apply to you specifically but really to most who reacted to my post here. If you read my initial post carefully, like @@SomaZ did, you will see that I did not insult anyone personally in that post. I was only giving my feedback on how you present your work and how you could improve that for future showcases. I should probably mention that I work in the Marketing/Advertising department of a small german company and probably look at these things from a slightly more professional pov. Let me phrase what I said a little differently: Everybody will agree that quality needs time. And I do not think that anyone would judge you guys for taking more time with preparing your showcases to ensure the best possible results. If you want to showcase your work in a way that is appealing to the viewer, try to critically review what you have done before putting it out. If you start doing this, things like that missing linebreak in the post should be instantly noticeable and very easy to fix. Simple things like that can allready drastically improve the percieved quality of what you are showing on here. On that note, let me also rephrase my essay about taking criticism from others: Nowadays everybody seems to be instantly personally offended by anything that is not wrapped in cotton candy and has almost completely lost its impact required to actually make a change. When picking up criticism on anything you have done, try to detach yourself from what was said about your work and look at it from a neutral point of view. Read the feedback carefully and take it as it stands there, word for word - try not to interpret anything - take it as it stands there black on white, ignore anything that may seem like a possible implication of anything and then evaluate: If what was said is a straight up insult, or just "ermahgerd dis so shiddy" ignore it and move on, some people are really just assholes and enjoy making others feel bad for their own pleasure and there is nothing you can do to change that - so why bother with them and even help them get their fix by getting offended and responding at all? If what was said is just the highest praise - that's cool! It can help you gain confidence in what you are doing but you should allways be weary of how much whoever gave that feedback knows of what you are doing. The ability to give accurate feedback on something depends on wether you are capable of acquiring an accurate perception of the situation. And that ability requires a considerable amount of knowdledge in the field of whatever you are reviewing. There is a term for this in Psychology but I can't remember it. The Theory behind it is somewhat similiar to the so called Dunning-Kruger-Effect which describes your own capability to evaluate what you are doing and grade it accordingly. If you mindlessly accept everyone's praise of your work you may become blind to things you could do to improve it and just assume the cocky attitude of seeing anything you do as flawless. Now we get to the important bit. If the feedback that does not fall under either of these two extremes is what you should care about the most, as that is what will help you progress and grow. If you utterly refuse to accept this kind of feedback you are locking yourself out of progress and any talent you may have is going to waste, which is a real shame when it happens and can be very frustrating to watch for the reviewer who gave said feedback. The key to recognising this type of feedback and making use of it really is being able to detach yourself from your work and to assume a neutral, as objective as possible position and then critically reviewing your own work under the named aspects. Which is everything but easy and requires a certain maturity to do. Which you are most likely lacking if you continuously find yourself feeling offended by feedback that is not just licking your bum with friendly words. That is all I will say for now. If anybody wishes to continue this discussion, pm me. We should not derail this thread any further.
  20. @@Tompa9 If I may suggest something: Take a step back. Breathe in. hold. Now slowly exhale and relax. I have a feeling that you take critique very personally, I don't know if this is soemthing that generally applies to you or if it's just on here but let me tell that learning not to let critiques get to oneself on a personal level is a major milestone in one's way to maturity. From what I know, you are a teenager - and I absolutely don't expect you to allways be overly mature, heck I wouldn't even consider myself amture at all times. Just know that learning to handle critique is important and will help you progress in life. Instead of seeing critique as a personal attack or straight up as an insult of your work, take a step back, relax and have a look at what you created and inspect it under the critique that was brought up. Try to see how and where that critique applies to your work and grow from the experience. Inspect your own work critically, take notes on what you could possibly improve - even if it's something that you currently do not know how to do. I was not born knowing all of this fancy modeling and texturing stuff. I learned it all either from critiques and comments other users left on my work or my own research on these things. Break out of your comfortzone, push for new horizons and you will find yourself surprised about what you can do. Open your mind to new things, that is the only way to learn and achieve greatness. It is a long and rocky road, and you will fall a few times but I promise you will get there if you stick with it. Just take a look at some of my very old work and have a good laugh at that stuff. https://jkhub.org/files/file/699-%7B%3F%7D/ https://jkhub.org/files/file/698-%7B%3F%7D/ https://jkhub.org/files/file/696-%7B%3F%7D/ In fact, let's go even further back in time: https://www.youtube.com/watch?v=h4ZMFFSS6eQ That is where I started. Simple MS Paint repaints of textures in an old Sonic game and a bunch of ripped textures I ported over from a different sonic game. You can learn if you dare to take the first, and really most difficult step.
  21. @@Tompa9 @ Do you remember when Movie Duels 2 was released back in 2009? It was this magnificent culmination of community effort to bring new life in the form of a new campaign to an aging game. What this small team of Modders managed to do back then just seems incredible nowadays – they have not only assembled and extended a fantastic collection of the best assets the community has made up to that point in time but also made a whole campaign worth of new single player missions, including all the layouting work and other gameplay related aspects when it comes to leveldesign. And while I may be wearing nostalgia tinted glasses here – I remember that as being fairly solid, especially for a small team of passionate modders without any professional level of education on this matter. These guys have really done an amazing job, even more so if you consider the fate of many other SP Total Conversion mod projects that we have seen come and go over the years. And now, allmost a decade after this mod has been released you guys decided to dig up Movie duels 2 and fuck around with it. Considering how much I liked the originalI have been watching this thread with interest for a while and have made my thoughts about this. Now I feel that the time has come where I really need to speak out about my honest opinion on this project. So, let’s shed some light on what you have been doing over the past year: You have replaced a few level textures from what I have seen and some of them are actually quite an improvement, mainly talking the Mural in Palpatines office here, the others don’t stand out as much to me, which might be because you did not provide comparison shots to what has been there previously – which would greatly increase the quality of your progress presentations on here. The way you present your work here could actually be improved a lot but I’ll get to that later. You have made a few code edits and while I am not sure about the full extent of what you have done: I really dig that saberblade blob fix! You have replaced a lot of originally included character skins and models with newer, „enhanced“ versions as you may call them. Let’s recap what you have done here…. You replaced parts of models with pieces that have been shamefully ripped from other games, mixed in a few parts from models created by other Modders and passed the textures through a bunch of image adjustments in Gimp, Photoshop or whatever else you may be using. Now tell me: Which pieces on these have you actually created and not just taken and remixed? Which part of that process qualifies those frankenstein monsters as creative, original work? I don’t see any of that. And yet you cheekily dare to call them "your" models. To me this seems straight up disrespectful to what the original creators of these models did or more precisely: I think it's major kick in the nuts to what MD2 stood for – even while you are providing credits to the original authors most of the time, you still refer to them as "your" models which is a habit that is bothering me all over this community. I’m fine with you calling them your kitbashes or your frankensteins but please stay away from referring to them as "your" models. And just to make this perfectly clear: allthough I think it's wasted potential I really don't give a shit about your choice to use ported models, I'm just annoyed by your attitude in presenting them. Which leads us onto the topic of presentation: Just take a look at this post for example. This post seems very sloppy and rushed – which in turn makes your work appear sloppy and rushed, something that is not helped by things like that broken skybox in the video. You could have greatly improved the appeareance iof that post and thereby the quality of your presentation by simply adding one more linebreak after the first sentence. And onto what @@SomaZ said about fixing that faulty skybox prior to releasing the Video: I would never release a video presentation that clearly shows such a fault. To me the only valid options would be to fix that immediatly and rerecord the scene, or cut the scene from the Teaser. Or as a third option you could have rerecorded that sequence and just turned the camera away but I suppose that may not be the best approach to a video that is supposed to show gameplay sequences from a mission. So in short: think about the way you present yourselves and what you are doing here and work on that. You have put things like "Lead Designer“ and "Mod Developer“ for Movie Duels 2 remastered in your signatures, I’ll let the mod developer pass but I really don’t think that anyone of you is justified to call yourself "Lead Designer“ of this! Keep in mind that most of what you have here is recycled designwork from other authors. As it stands now I would greatly prefer not to see any traces of my models as a part of the beta release. I am not going to explicitely forbid you to use them but if you have any respect for this community and me personally, I trust that you will decide to leave them out. If you actually stop and think about the way you present this whole deal on here, change something about that and thereby gain my respect, I will gladly let you include my work in a later release.
  22. visit imgur.com take your awesome picture and upload it, this should lead you to this site: now just rightclicjk your picture, view it in a new tab and copy that adress, it should look something like this: https://i.imgur.com/DtLBfHR.png note the i. at the beginning of that adress and the iamge exntesion at the end! now to embed this picture here all you need to do is simply typing this into your message: [img=https://i.imgur.com/DtLBfHR.png] and here's what the result looks like:
  23. @@RAILBACK I moved this to a more appropiate section, once you have gathered a few links feel free to repost them as a tutorial
  24. Yeah. Navigation. I can't type...
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