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AshuraDX

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Everything posted by AshuraDX

  1. interesting. send me the images and your modified .exe, I'll need to mess around with this
  2. There is a toold called ShaderED - it serves well as a shader viewer, allthoguh it doesn't like the "glow" parameter and removes it on loading the file. about your shader, try this: gfx/effects/sabers/black/blackrgbglow { nopicmip cull twosided { map gfx/effects/sabers/rgb_glow2.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //alphagen vertex should not be needed, I'd suspect that this will again link transparency and color rgbGen vertex glow } } gfx/effects/sabers/black/blackrgbline { notc nopicmip cull twosided { map gfx/effects/sabers/black/black_line.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //alphagen vertex should not be needed, I'd suspect that this will again link transparency and color rgbGen vertex } } I have never messed with RGB sabers from a mod so this may or may not work. but: blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA This is what I commonly use when I need soft edged alpha/transparency, so I think it might work here.
  3. @@GPChannel If you enjoy transform errors, yes EDIT: Or models that had to be so harshly reduced in geometry that they can hardly maintain its texture alignments. EDIT2: A decent result could be achieved by doing a manual retopology over the surface of that model and UV Unwrapping your new mesh. Then you could transfer all of the original model's textures over to the new mesh and once that's done finally composite the transferred textures into something that looks decent in JKA. Followed by bringing the new model ingame, of course. Which is probably not going to be something that any of the guys around here that specialise in porting can do (as of now).
  4. you can get full RGB colorable sabers. But the darker variants won't support dynamic glow. All you'd need to do is setup new pure white saber textures and put the original, desaturated saber texture into your new texture's alpha channel. Once that is done all you'd have to do is write the accompanieing shader to rely on the alpha channel instead of luminance for transparency and voila, you got full RGB sabers
  5. you have to link it back into the hierarchy, parent it to the legs.
  6. Is this a model or a brush? I have never seen this happen with brushes.
  7. Okay, slow down! Now answer these simple questions to help us understand your problem: 1. What did you do exactly? 2. What about it doesn't work? 3. Did you get any error messages from the game? What did they say? Can you screenshot them?
  8. have you ever seen dark brown light? A darker light color means a less intense and therefore less visible light. The saber glows are drawn onto the scene additively, which means that it basically adds the color of the pixels that shape the lightsaber glow ontop of what it has allready drawn. A dark saber core would be subtracted from the scene.
  9. I wonder wether you could do some interestin shenanigans with this. Like a maze map with different paths on the celing
  10. I like it. Do you have any plans to add different environments to this? Such as in dmc's bloody palace. After every 20 Waves you would revisit a bossfight and the environment would change to match tolhose from the next bosses level. You could warp through different SW Eras/Movies.
  11. are you talking about the Praetorians or the clones in this sentence? For the Phase 1 clones it's mostly the helemts and some very, very, very minor differences in the rest of the armor. Some of the hard creases on the surface of the armor follow a different path, the Troso armor has rounder pecs and the shoulder pads are a little different aswell. For the Praetorians it's just the helmet that varies between them
  12. I'll be honest with you guys - I'm not sure that that is ever going to happen. anyway, I did manage to do some mdoeling between rewriting portions of my map exporter code to accomodate the a better brush format.
  13. And you are volunteering to write down that list and set all those entries up with a link?
  14. I don't think that we have any sort of official stance on doubleposting but I'd say that it's fine to do if you actually have an update on your project and do not just post another random 3 word message that does not contribute to the thread in any way. Can't wait to see this textured btw
  15. @@dark_apprentice to further illustrate what @@Langerd just said: This is the high Poly Mesh for my clone trooper: and this is the game ready mesh built around the highpoly:
  16. This is the base model for the final game mesh. I will build a simple lowpoly mesh over the durface of this highpoly mesh, I will then use the High Poly Mesh as the source Mesh for my Baking to transfer all of the modeled detail on it into textured detail for the lowpoly. This will give me things like a proper normal map for rend2.
  17. As I had mentioned a while ago, I have begun to work on these guys. Here's a fancy shot of what I have so far, I'm going to redo most of the upper cuirass and the plating around the arms though - the way I built them right now will make some of the later detailing work rather difficult.
  18. Afaik In the old canon palpatine was left to wonder how the ancient sith could perform such impressive displays of their power in the force. And what it was that kept him from acquiring that power.
  19. I'd recommend to also test it in base jasp and base jamp. The people that still run the base engine will love you for that.
  20. Fun fact: my initial version of the clone model was ~11k verts on lod0 and about 2500 verts on lod3 and it still saw the Transform space error.
  21. The game won't instantly crash on loading the model, the crash is related to the collision detection, you have to shoot or attack the model by other means to verify wether the error will occur. The error is also effected by the vertex count of the equipped weapon. Also keep in mind that the base JKA Transform space limit is half that of the multiplayer limit. Your droid also seems to have far more shading breaks/hard edges than his Scout model. For your UV Unwrapping you could try to align as many of your seams along hard edges as possible, that way you van further reduce the amount of edgesplits your mesh will recieve on export.
  22. @@Rmvsallen are you aware of the transform space limit in JKA? On Export all of your hard edges will be split, creating duplicates of the vertices around them. The same goes for the UV seams. This may catapult your models vert count to a level that will definitely trigger a transform error. I ran into this same problem with my clone trooper model, which forced me to practically rape it and reduce the detail a lot after it was allready rigged for the game.
  23. fantastic, if you right click the small [+] in the viewport and go to customize view, you should find the "Statistics" Tab. Enable the Tri count in there. anyway - is this mesh supposed to be gonig straight into the game as is, or is this the basis for a highpoly soiurce mesh that you plan to bake some additional maps from? I'd get rid of some of the smaller details and only texture them on, if this is your game mesh.
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