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AshuraDX

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Everything posted by AshuraDX

  1. @@Asgarath83 I cleaned up the model: https://www.dropbox.com/s/5po63zgec63b8hy/bandit_cleaned.ms?dl=0 Just run this script, it was created with the scene transfer script and will regenerate the model objects in your max version of choice. I also just wrote a small script to auto-generate the required caps for a JKA model. It works by assuming that you have all dismemberable body part meshes in your max scene, so you will need to make sure that your scene includes these objects: head torso r_arm l_arm r_hand l_hand hips r_leg l_legIt works on the scene you will get when executing the bandit_cleaned.ms file. here's the ModelCapper script: https://www.dropbox.com/s/n7a2u6gmfg9qd3v/ModelCapper.ms?dl=0
  2. here's the script: http://www.scriptspot.com/3ds-max/scripts/bff-2007 Can you send me a non decimated version of the model?
  3. Max 2010 can open max 5 files, just not the other way around. Edit: But there is a script that allows you to port scene contents between max version which should work with max 2010 and max 5.
  4. Well I can tell you that this model is completely fucked. It has holes in it all over the places - capping this with my method will not work without a ton of manual work to fix up the model. You could decimate the model in 3ds max, does the ProOptimizer modifier exist in max 5? If so you could work wirth a clean version of the mesh and decimate before export.
  5. Sorry, I meant polygon mode - I use them interchangeably from time to time. Internally (In maxscript) polygons are called faces. So just remember that when I say faces I'm usually talking about polygons. It should not crash at all doing that, which version of 3ds max do you use? Can you send me your scene file? I use 3ds max 2016, and i'll gladly take a look and see wether I can figur eout whats going wrong.
  6. 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.
  7. You need to copy the direct image link, make sure it has a file extension at the end.
  8. 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.
  9. 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.
  10. https://jkhub.org/topic/10304-whats-the-general-vertpoly-limit-for-a-model-in-jka/
  11. We have Icons! a set of Toolbar Icons for different components of the script.
  12. 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.
  13. 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.
  14. While that works it is a ridiculous amount of effort
  15. 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
  16. Not without code changes. And that undertaking would require everyone you play with to use that code mod.
  17. It will be rejected in multiplayer, the devs added a .gla lock for characters for some reason. Will be fine for singleplayer though
  18. 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.
  19. Try putting an a infront of the shader filename. The order in how it loads shaders seems to be reversed.
  20. 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
  21. 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.
  22. 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.
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