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Everything posted by AshuraDX
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Is possible convert this Phase 1 clone helmet?
AshuraDX replied to Javitolo98's topic in Mod Requests & Suggestions
It will be a while until I find the motivation to work on more clone stuff. Modeling clone armor variations is kinda boring after all. -
Bug: A part of my frankenstein appears hollow
AshuraDX replied to VectorHabibi's topic in Modding Assistance
@@VectorHabibi the normals on that mesh are inverted, flip them and the problem should be fixed. You'll have to look up how to do that in Blender - I use 3ds max and have no clue about Blender. -
Ask for help in the modding chat on the JKHub Discord server.
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Oh. I recently had some issues with q3map2 GUI on Windows 10. It would not register changes done to the map and produced ugly artifacts that I would not get while compiling from Radiant or via commandline. I can't tell if the problems were caused by using the gui on win 10 or by targetting the 64 Bit version of q3map2. But maybe you problem is of similiar nature?
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Application as a Level Object Artist - ACCEPTED
AshuraDX replied to Nupol's topic in Dark Forces II Mod
I figure you mean a world/objectspace normalmap. I usually bake using a skewmesh and then generate a new tangentspace nm for the lowpoly mesh by using the Wolrdspace normal. While I do this in Substance it can also be done with Xnormal and appearently Handbrake. -
@@Vegeta the .map file seems fine at a first glance, all brushes in the func_group are set to detail and I'm not seeing any typos. and I'm not seeing anything fishy in that log. Sorry mate, I have no clue what's wrong.
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@@Vegeta Send your compiler commands, your version of the .map and a link to the original .map file. I have recently spent quite some time looking through .map files and should be able to spot anything that's off in there. Maybe your Radiant install is screwing the .map up in some way.
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The head is not bugged in anyway - it's just not well made.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
@@ArchAngel Loading and parsing shaders to generate the library seems more appropiate. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Soooo I just added a "Custom Class" Entity to my plugin - which means that you can now setup about any entity if you know the proper classname and key:value pairs. This also means that I am allmost ready to record a "Getting started" video series for the Beta Version of the plugin. What should I do for the video series? I was thinking about doing a walkthrough of Rich Diesals tutorials in 3ds max. That way I can show some basic modeling aswell as setting up different Entities. Does that sound like a good plan? -
I'm 100% sure that all of this will require a code mod to work as you imagine
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Your shader Syntax does look correct, the extension in the glow textures path may be the issue. If that's not the case - there must be a typo somewhere. For a better visual result you should swap the glow and environment stages in their order, allways keep a shaders glow stage the last stage in the shader.
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A tutorial on fixing this specific model? No. But there are some rules to follow while modeling to ensure that something shades the way you want it to. To apply these rules you must know 2 things: the Rules to follow and how to use the modelung program of your choice. Lookup polygon modeling tutorials for Blender, that should give you a basic grasp on how to use the various tools in your Arsenal. After that - play around with those tools to further understand the way they work. Once you feel ready to tackle the next topic, look up tutorials for modeling lowpoly heads/faces. Focus on Edgeflow and topology.
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So @@Tompa9 this seems like a perfect opportunity to tap into actual modeling work and spice this meal all by yourself instead of use premade seasoning
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@@Tompa9 I have taken a look, with that topology it's unlikely that you'll get anywhere with just editing the vertex normals in blender. this model has seen some unlucky triangulation alongside the unoptimal edgeflow. fixing this model would require a major redirection of the edgeflow and therefore essentially a partial remodel. without the wireframe overlay : the ears and a few toher spots also have very funky edgeflow/topology. I'd really not use this mesh.
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@@Tompa9 I'd have to take a closer look at the model to say that. It may require extensive remodeling to fix.
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@@Sputnik Weird. I'd recommend you try to download 1.6.5 and put that in a new folder on your harddrive, older versions just gave me trouble on windows 10.
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Looks like something is off about the vertrx normals, or the model may just have unfortunate topology
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Huh, can you send me a pm with that? We recently upped safety measurements here and the software may require you to make a few more posts before you can post links. @@Caelum when did that become a thing? @@Sputnik try this link: http://icculus.org/gtkradiant/downloads.html
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Heyya, the latest version should be 1.6.5 - are you sure you run an older v1.6.4?
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Full widescreen support will require a menu edit, which afaik is not in the scope of OpenJk. You may want to check out JK Enhanced for this feature. You also never had to do any hex editing to get widescreen support or change your fov. Just open the console and set r_customwidth and r_customheight to your preferred values and set r_mode to -1 You can also change your fov by using the command cg_fov.
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MAP - Vengeance on Kothlis (Request)
AshuraDX replied to dark_apprentice's topic in Mod Requests & Suggestions
Last picture for a while further progress requires me to create a pile of assets to make this work. Plants, Rocks, Random Imperial/Rebel clutter stuff, a Imperial Class Star Destroyer along with textures for all of these + the maps textures and way, way more. I'll also have to finish some yet untouched aspects of my plugin. -
MAP - Vengeance on Kothlis (Request)
AshuraDX replied to dark_apprentice's topic in Mod Requests & Suggestions
it will be made with vanilla in mind, but I run OpenJK for all of my testing on a very strong PC. So I can't make any promises that it won't fry weaker PCs -
MAP - Vengeance on Kothlis (Request)
AshuraDX replied to dark_apprentice's topic in Mod Requests & Suggestions
yup. Even the texture assignment was semi-automatically done based at vertex paint. Later on it will also automatically generate alpha fade brushes for the materialborders. I also managed to fix the lightmap via simply recompiling: The current scale of this map is 32768 x 32768 x 8192 units - I have no clue wether I can keep it this large. The FPS are fine for the most part, I don't know why it dipped below 60 while taking that screenshot.