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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. Talking about the industry as a whole actually
  2. Unless you are great at painting or have a 3d sculpt to base your work around - yeah, photosourcing is an option. But it's not the main method anymore. Nowadays my method for texturing models relies heavily on my preestablished modeling work. I save time in the texturing process by "baking" a dozen maps from a highpoly mesh.
  3. Okay so, just to give you guys an update: I will delay the instruction videos a bit further. As of now I can hardly explain the specifics of worknig with my script without covering to much basic 3ds max usage. And I really want to finish my custom texture browser first. I also have a huge update to entities incoming.
  4. Well done! He is missing the inside of his mouth btw - You guys may want to fix that
  5. I really have to wonder why you saw the need to make another post to insult someone a allmost a year after he commented on your displayed attitude. It took you just 3 days of waiting to turn from asking for help to insulting everyone who may have been able to help you with your problem. Did this seem like a good Idea to you? I mean - would YOU help someone with his problem if that someone just told you to eat shit? I would not. And I did not in this case. Please keep your communication on here civilised from now on or see yourself out, thank you.
  6. I chose to delay the isntructions video for these additions/improvements to my plugin: I added the option to configure and launch Q3map2 to compile your exported .map This allowed me to get Leak Tracing in 3ds max, the way this works as of now is a little hacky - but I'm sure I will find a way to improve this. I also rewrote a large portion of my brush export function to make it faster and allow for more advanced logging later down the road.
  7. Wellp. Here we go: For the first time everything in this .map file was created within 3ds max and exported. Radiant was only used to run q3map2 and check up if everything exported as expected - which it did. Expect a basic instructions video and a first "alpha" release soon These are the 2 UIs I created for my plugin.
  8. Well...it works but.... it takes forever
  9. @@Jeff I usually weight a merged copy of the mesh, without any outer accesoires (shoulder pads, capes, etc - you name it) so basically as much of a bare body as I can get. This version also has no splits for dismemberment. on that mesh I first make rough vertex selections and assign them to the appropiate bones with a 100% weight. In the second phase I refine/blend the borders between weight regions, during this step I constantly animate random movements across all limbs to see how the model deforms under various circumstances. Next up I transfer weights from the merged body to the individual pieces, including the accessoires. What follows is antoher phase of small tweaks and deformation checks. This may seem complicated but worknig with a merged mesh helps you to keep body parts from gliding apart due to mismatched weights on border vertices (as there are no a splits), if you then transfer this data over to the split model all vertices around the splits share the same weights with their appropiate counterparts.
  10. @@Jeff doing a decent manual rigging job on a model for jka should not take longer than 3-6 hours depending on the model. from the look of this scourge model I'd assume yo uare using some sort of autoweight function? 5-10 minutes effort for a model? That can be a great basis for manual refinement. Which may allow you to hit the 2 hour mark for a fully rigged model. Since you are simply taking completed models and port them over yo uare allready cutting out most of the effort that goes to the creation of a useable playermodel. This also happens to make the weighting process the only step you could actually learn to be good at as long as you restrict yourself to porting. I am not bothered by the quality of ported models at all sicne I do not use them. I'm bothered by the waste of potential.
  11. @@Lord Of Hate regarding quantity? probably. Quality? could be far better, just a few things on scourge: Serious gaps in the model during animation, jsut check the models neck in modview while playing throguh a few animation sequences. no caps for dismembered body parts. The fingers on the hands are not weighted to the proper bones and stay in a fixed position. stiff cape This one is pure nitpicking: while the textures look okay in jka, they could be improved rather easily, if you have the normal maps and the required knowhow.and these are what I found within less than 5 minutes.
  12. I finally did it. After taking a 2 Week break from the issue I finally managed to finish the part of my exporter that handles brush texture coordinates today.
  13. I've had 48000 simple cuboid shaped brushes in a .map (one of my testterrains) and did not see that error. I have not yet done any research on that error but from the phrasing about "original edges" I'd assume it's caused by something that changes its number of edges due to tesselation. So in a first step, I'd take out all those patches and see what happens. @@kwenga
  14. Models that use different GLA's then the default _humanoid usually suffer from this issue. I don't think I've ever come across another cause for this problem
  15. @@Milamber are you lurking around? Iirc you had something like that in the making.
  16. You need to make a few posts before you can post in the request section. This was done to prevent the creation of new throwaway accounts that were commonly used to place a single "oneline" request post in the requests section. We hope this will raise the quality of request posts.
  17. @@BigChoi were you trieing to move the mod onto the CD? You have to put it into the installation directory on your harddrive.
  18. It was released for the PC as Star Wars The Force Unleashed: Ultimate Sith Edition The second game was also released for the PC.
  19. On Windows 10 try pressing: Windows + Shift + P That should open the multiscreen management menu, that allows you to enable/disable the second screen or clone the first screen to the second one. Maybe that helps Shouldn't this be in General Tech Support though ?
  20. Making these models look decent in JKA is nothing different than what I do with my custom models at all. Converting PBR Materials for JKA is not that difficult if you know what you are doing.
  21. Not really any baking to be done, if they supply a normal map it's a matter of a few conversions and some blending trickery in photoshop.
  22. Sorry but, I don't really need a lot of soundwork to be done. What I am facing is a ton of modeling work. Probably Years worth of it,considering my amount of freetime.
  23. @@Teancum I work for a company that sells licensed band merchandise. License cotnracts in our case do have a set runtime after which they have to be renewed or run out. In our case these contracts can be terminated at any time by the licensor. We have also lost licenses that we attained as sub-licenses from far larger companies due to the termination of their contracts by the original licensor. Therefore I don't think that disney couldn't withdraw the license from EA at any given time, if they wanted to. @@Circa let's not forget that a petition with about 128k signatures managed to bring Brian Griffin back to life in Family Guy.
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