Jump to content

AshuraDX

JKHub Staff
  • Posts

    2,319
  • Joined

  • Last visited

Everything posted by AshuraDX

  1. Looking good @rmvsullen What are your tri and vertex counts for this?
  2. why? I have seen "physical" buttons toggle custom UIs before.
  3. Quoting Xycaleth from my clone trooper WIP Thread: My tests while trieing to fix the clonetrooper have shown, that the vertex count of the currently equipped weapon also seems to add to the max vert limit. But I can't confirm it with 100% certainty. EDIT: Xycaleth did confirm it back then:
  4. You can use "high-poly" models if you don't mind the game crashing violently as soon as that model is hit by an attack. So if your plan is to never get hit and never hit an NPC using this model anyway - nothing keeps you from using models with higher polygon counts that exceed the transform space limit.
  5. Make a copy of the .map file, open it in notepad and search for "trigger_multiple". When you found it, select everything from the "// entity #" line above it down to just above the next "// entity #" line and delete it.
  6. The Headmesh of that model alone is between 3 and 4k vertices iirc. I actually did shitty model edits for Sonic Adventure during my first years of modding experience. The Sonic and The Black Knight model should work fine, Wii games never had really highpoly models.
  7. @ Up until now, I honestly thought you were a decent guy. But this is absolutely not okay. While taking a closer look at "your" model, I noticed that the right hand of "your model" was clutched, just like it was on that screenshot of the ripped model you showed in your first post before editing it. Let's compare a few screenshots here: The left third shows screenshots from the game and the right two thirds show screenshots from the clara.io link you sent The bottom half of the image shows the same screenshots but with a few paintovers I did to highlight the 100% matching mesh topology between both models. I did not yet get my hands on the original game mesh to do further comparisons between the rest of the mesh and what you uploaded to clara.io - but I think this allready suffices to call you out on your bullshit. This is HIGHLY disrespectful to the original creator of he model. If you guys want to post requests for ports - fine, do it! But claim ripped models as your own Work and I'm going to expose you as the liars you are. I don't want to catch you doing this again.
  8. Reminds me of a level from Turok 2
  9. Then you may have bigger problems with your system than this. There is bo reasonable explanation besides a very messed up Windows install that could lead to further problems down the road. I'd recommend you run an AV Scan and update your drivers. If this does not help you should start backing up your files and do a clean reinstall of the System.
  10. But you can play games on this...That makes perfect sense. You might be missing a Visual C Library but you won't need a hardware upgrade to run blender. People have been modeling for this game on hardware from the early 2000's. On hardware that barely met the recommended specs for the game.
  11. @ This is not an instant messenger. Please avoid such message spam in the future. Anyway - it looksl ike you realsie, that you can't simply copy texture files over to change the appearence of a model everytime. If you want to put that ehad onto my rorschachs body, you should look into Frankensteining/Frankenstein Modeling with Blender.
  12. That is pretty much the case, yes. Old assets will look out of place with our new renderer and our new assets will look horribly flat in the base game.
  13. I honestly allways just thought that those files were sleepy and simply snoring
  14. That is actually something I wanted to make a while ago. I just have too many Ideas and too little time to finish all of them...
  15. @Jokester provide pics when you rn into problems
  16. sure, as long as proper credit is given I generally don't mind.
  17. Hm, I may look into this, but it won't be a port. I kinda like this super lowpoly aesthetic and setting that up should not take long, all I have to do is slim down my base mesh a bit, add a head, and weight the thing. Then it's just a matter of tesselating a copy of the model, running it through some automatic reduction process, do some touchups, transfer the skin weights from the original mesh over and export the thing. RGB colorization could be a nice thing to have with a model like this.
  18. that is correct, I have created that illusion using both - 2x 8 frames in an animMap shader and some clever shader magic to make the animation a lot smoother. But that is only going to give you a never ending animation loop. And you can not change the texture animation by performing actions in the game.
  19. @@RAILBACK as of now it's just Q3ME - but I'm open to suggestions.
  20. No, if OpenJK does not solve a transform error you are out of Luck. The only thing left to try is thatYou could use another weapon model with the character that crashes your game in hopes of getting to a level that the game can handle.
  21. I have been silent for a while, but I have been busy behind the scenes: Texture Browser -Loads textures and shaders from your specified base and modpaths -You can filter textures by directory and/or by name -There is the option to store textures as favourites for quick and easy access. TriSoup Exporter The first step to implementing my visions for terrain Creation! -creates a brush with variable thickness from every triangle on your model. -can generate alpha fade brushes for terrain texture blending from the models vertex alpha The Brush Validator -a tool that you can use to check wether your modeling work can be exported as a single brush, or wether it has to be cut up to retain the shape. (Not entirely perfected yet)
  22. nope, not the case - numBlades has a min value of 1 as yoiur weapon needs a blade to deal damage.
×
×
  • Create New...