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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. I have done precisely that, using my own patch mesh exporter for 3ds max. https://www.dropbox.com/s/fmmf74h3l7fccy1/KothlisTest.pk3?dl=0 It's a rather large Tropical Islands with mountains terrain, currently far from being finished - but it should be good enough as a proof of concept. here's a picture: it doesn't like taking screenshots, I usually get about 90-110 FPS on this
  2. @@Lazarus I recall making a cliff texture for you the last time your worked on this. I have since made another I could prepare for JKA, if you are interested. This probably won't look too good on mostly flat cliff walls without any sort of relief to them
  3. @@Sting It's not my program. I'm working on a script based plugin that adds a .map exporter for geometry and the option to configure and export Entities along with the geometry to to Autodesk 3ds max, a professional 3d modeling suite. Because 3ds max can be used to create geometry for any engine that uses a format it can export to - the answer is: yes, you could use this for multiple engines.
  4. @@Sting I'm not exactly a experienced mapper. I just happen to be developing a new Leveleditor that integrates into 3ds max, as a replacement for GTK Radiant. I'd recommend you try the Brush Cleanup, that may get rid of it.
  5. @@Sting keep working with clip brushes. The autoclip function works by creating a clip brush per face of the .ASE and thereby creates an unnecessary amount of BSP data on compile. This does not only increase compile and load times, but may also decrease the ingame performance.
  6. It does not make the creation of this opera map impossible though. It just requires a lot of planning and optimization.
  7. @@Sting what does your workflow look like currently? You said you use a lot of ASE models - are these models made from converted brushwork? Do you use the "make solid"/autoclip spawnflag for your collisions?
  8. That sounds about right.
  9. Unless you use a skyportal to create that skybox it will be a rather difficult task. And using a skyportal requires that geometry to be a part of the map.
  10. Shit. This is kinda brilliant. Workersongs and blues meet Atmospheric Black Metal. Holy shit. @@Bek I got the feeling you will love this.
  11. This is looking fantastic! Transparency overdraw sucks a lot of performance, indeed. You could try to make your Windows md3 models and use an opaque texture on the second LOD. That'd require them to be misc_model_static though, unless q3map2 bakes LODs for misc_models.
  12. that is odd, can you do me a favor and take a screenshot with r_shownormals on 1?
  13. As I understood it the nodraw shader is used where two waterbrushes meet vertically. If those are all of your water brushes, you may not need to do that.
  14. @@JAWSFreelao Take your time on this one. Don't rush it to a more or less finished state and wait for feedback once you completed the modeling stage. Give us some shots of the model with enabled wireframe overlay.
  15. https://www.humblebundle.com/store/brutal-legend For those that like Metal, Jack Black or just ridiculous games in general - there you go. Brütal Legend is freely available at the humble store for, from now, on 44 hours.
  16. Oh. You could technically. it's just not as easy as pressing a single button
  17. "on axis" ? what do you mean?
  18. I save all modding related stuff on my secondary E: Drive, that helps with this kind of problems
  19. That may be fixable by running BehavED as Administrator
  20. Is the file "hidden"?
  21. here's a neat collection of tutorials and explanations on the matter: http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling That'd require various code mods to be supported and actually work ingame.
  22. @@Corto I'd highly recommend you take a stab at Sub-D modeling. Make a nice high poly mesh, do two retopos (for your world and viewmeshes). Then bake and texture the viewmesh in substance painter and once that is done to oyur liking simply transfer the materials over to the worldmesh via substances reprojection feature. That is what my Workflow looks like nowadays.
  23. @@JAWSFreelao I see, The base texture is not too bad - did you take it from the ent or did you follow that tutorial I sent earlier?
  24. why even bother with any texturing before the model is done? I get testbakes - but you are working entirely traditional and just do everything in Photoshop/Gimp, so why? Most of it will have to be redone anyway.
  25. Yes. It very well may do that. I'm only missing bits before it can fully replace Radiant. The problem is that one of these still missing things are brush texture coordinates - which are a rather complicated topic when looked at from texture coordinates in 3ds max.
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