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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@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.
  2. @@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.
  3. 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:
  4. @@RAILBACK I moved this to a more appropiate section, once you have gathered a few links feel free to repost them as a tutorial
  5. they can be opened with notepad, but I recommend notepad++
  6. You should know that I could never bother to use Radiant for building geometry. Whichg was the main for me starting to develop this plugin EDIT: I just took a look at that thing and most of that will be obsolete anyway. Since 3ds Max handles navigation and Manipulation much differently.
  7. 1.Sure, if you have any concepts you'd like to see me tackle with this just post the images here. 2. How does light effect them differently? I have a theory what you could mean but I'm really not sure about that one. 3. That is sadly not something that I can do, you will still be bound to limitations from q3map2 or WZmap which extendeds the limits for bsp but has broken light and vis stages. 1. Patches are sadly just simple rectangular point matrices with a maximum size of 15 x 15 points so anything that goes beyond that won't be doable at all. Currently I have no support for curved aptches in my tool due to the fact that I have not found a way to get them to behave close to the way they do in Radiant in regards to their interpolation/smoothing. I could relatively easily implement a method to export simple "cage" objects which would represent the unsmoothed patches in 3ds max but would be handled correctly by radiant and q3map2, but since we can easily create complex 3d models in 3ds max and use those as misc_models in their place I don't set an urgent priority to this. 2. as far as I know you could always use both of those for misc_models. misc_model_static does not accept .ase but other than that I can not think of any further limittations and that is again something I can not change without having to edit other applications. 3. what help menu? Radiant has a help menu?
  8. @@IrocJeff @@Noodle @@RAILBACK Are there any things in Particular you would like me to do a tutorial on? What are some of the things that annoy you the most when you are working with GTK Radiant? Are there features you allways wanted radiant to have?
  9. The models themselves are not jagged. You are running the game at a comparatively low resolution from the look of your screenshot there. This causes pixelated, "jaggy" edges along the contours of objects in the game. Even with high resoltuions this is still a thing. Anti Aliasing is used to smooth those pixelated ages: here's a quick explanation of what it is and what it does:
  10. @@Droidy365. My Bad, I did soemthing stupid and renamed the shader without updating the map. I updated my uploaded .pk3 now and it should be fixed. Sorry about that!
  11. @@Droidy365 so, as @@Rooxon announced I messed around with this stuff for a while and managed to figure it out. The mirror1 and mirror_yavin shaders that ship with JKA are infact broken. Try this shader with the setup bubba explains in the tutorial I posted above: textures/system/mirror_fixed { qer_editorimage textures/system/qer_portal.tga surfaceparm nomarks portal q3map_nolightmap //sort portal <--- seemingly does nothing { map gfx/colors/black blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite // <-- I added this line alphaGen portal 512 } } and here's a dropbox link to the shader, my map file and a compiled version: https://www.dropbox.com/s/d1wr3bz3ze7y35f/MirrorTest.pk3?dl=0 If you just want to take a look at the compiled variant, drop the .pk3 into your basefolder as usual and use: devmap mirrortest To access the map.
  12. I'm writing from my phone as I'm not at home right now. You'll have to get it from one of the Jedi Outcast .pk3 files.
  13. That model was made for jedi outcast, so you need that proper _humanoid.gla from jedi outcast.
  14. Hmmm. Could probably be scripted for batch processing of models, but I don't know enough Python or care enough about blender to do that. I may end up doing that for 3ds max though...probably...in relatively far future. I wish I had more freetime.
  15. While that certainly works and I have done it this way before, this has one major flaw: It may merge vertices that you don't want to be merged. Depending on the program this could generate non-manifold geometry, which can lead to all sorts of troubles later down the road. let's assume you had something like this in your .ase file: If you now attach everything together and weld duplicate vertices you can end up with spots where it does this: The Problem with things like this is, that they are not instantly apparent when they happen. Let's say I wanted to move one of the corners of the green cube that touches the blue cube, and end up with this annyoing thing: Which would obviously not be something that you wanted to have. With simple geometry like this, it's very easy to manually go back and fix these problems - but for larger and more complex meshes it's going to be a real pain.
  16. I like how everyone just assumes, that it would be difficult to build things aligned to a grid in 3d software. Most if not all 3d modeling programs I worked with offer a variety of snapping options. The problem with importing q3map2 .ase files is that q3map2 converts brushplanes into individual meshes. So in a worst case scenario you end up with 500 individual objects that consist of 1 to 3 triangles each. Which is a pain to work with bevause you'd either have to carefully merge surfaces and weld overlapping vertices to make the thing even slightly comfortable to edit.
  17. Have you ever worked with .efx files? Pflow is vastly superior and offers far more freedom than what a .efx file can represent. So I find it unlikely that this will be easy if even possible at all. .efx files contain sprites and basic geometric shapes and allows you to define basic linear transformations for these simple primitives. I will gladly try out that .rof exporter though.
  18. Importing .ASE files from q3map2 is not recommended. They are an utter mess and require a lot of cleanup to be comfortably editable in 3d software.
  19. I think that is hardcoded to the npc class or even name and not doable by other means, except maybe some icarus scripting vodoo. But I'm not sure on this so take it with a grain of salt.
  20. With 3ds max you can mod almost everything there is in jka.It may be the best supported modeling software we have right now, we have: native .ase export Plugins to import/export .md3 models plugins to import/export .glm models plugins to import/export .xsi files (used with carcass to compile to .glm and .gla) A .rof exporter And soon my .map exporter aswell as a .bsp importer that someone I know is working on. Currently we don't have: .efx or .shader export capability and no working .map importer, allthough I have started to work on that aswell. And scripting should stay outside of 3ds max anyway. Did I miss anything important?
  21. An Update for you all, I sadly still havn't gotten the Brush Primitives format to export properly. But I decided to mess around with my tool a little to make this: I am consdiering to release a version of the Tool without support for different brush formats and finally get started on that tutorial series.
  22. I like the concept. But I have too much stuff to finish allready ^^U
  23. @@Droidy365 huh, okay. Did you delete any bones from your scene before exporting? Does it open in Modview?
  24. you can not use playermodels that are not weighted to the _humanoid skeleton in Multiplayer, without a code change.
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