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Everything posted by AshuraDX
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Why don't you download blender and give it a shot? @@Lord Of Hate As said it's a very basic shape.
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That model is hideous. Even for base JKA Standards. Totally shouldn't be ported. Even more so considering that this is a really simple shape and could easily be created by someone new to modeling.
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not for a gun model, if you have painted light in your textures it should make sense on the model.
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I wished the picture was a little more highres, but as it seems now I think Mars' original face textures were better.
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@@Corto I just had a look at your recently updated E11 - your file includes two spec maps, one in .tga and one in .jpg if they were visually the same I would not ask this but: which one is the one you intended for use? I'd delete the other one. especially considering that both are really not ideal. The TGA one seems to be better - mainly because the toher is jsut a itnreased contrast version of the diffuse (which is usually bad) EDIT: After all these years of messing with spec maps in JKA I found thy only really work for metals and not overly glossy but shiney plastic. so for everything that should not give off a sharp refelction should be black in your spec map or its alpha channel. as you can see in this example, the wood is pitchblack on my spec map. all the cavities that'd catch a fair amount of dirt are also black. To make your spec map interesting try to avoid large evenly shaded areas and instead have lots of layered subtle variation to break up the uniformity.
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So was I. Anyway I'll stop derailing this thread now.
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They looked fake and doll like
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The thing that bothers me most about ports, besides the legal issues ,death of creativity and will to create something of your own, is that so far most of you kiddos have just polycrunched the meshes to make them work in JKA or split them apart to gain the ability to port them at all, but what you kids allways forget is to adjust the textures to make them work/look decent in JKA. Here's an example, both frames in this gif are rendered as Diffuse only - close to what it'd look like in modview (except the nicer transparency handling) Didn't take long at all. After I found the model and textures online all it took was about ~30-45 minutes of Work. I'm not 100% happy with the eyes - but for a rather quick example this sufficed.
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I also sweat profusely while trieing not to shit my pants. Allthough from the look on his face he might be a step further than that....
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So I went ahead and had a closer look at your DC17 and the way you put it together really reminded me of my early weapon models As you might expect, I have a few suggestions for things you could improve in a potential V2: You have a bunch of duplicate files in your pk3, mostly copies of bryar_blob.tga, bryarfrontflash.jpg and bryarsideflash.jpg in these paths: models/weapons2/blaster_pistol/ models/weapons2/DC17/ effects/blaster_pistol/ effects/bryar/ You should only need these textures to exist once in gfx/effects/ I will not go too much into detail about this one, because you surely saw it coming, but the UVs could be a lot better. If you did another projection for the front and backwards facing areas on the gun Especially with the back of the gun being right in your face in 1st person you might want to fix the stripey appeareance there. The textures are currently very basic and could use a little more love. At the moment you have a few solid colors with some slight shading in there and a random partially erased grunge map layered on top of that. I'd recommend you to find or better create a basic metal texture as a base to break up the "un-grunged" areas of the texture. take a look at this for some inspiration, especially regarding this base texture: Your model is quite blocky, which I admit all of the reference material is too, but the reference Art I found differs slightly in shape, It seems like you nailed the side silhouette but missed some of the more intricate detailing. Take a look at this pic and see what you can make of it So now it's time to take a look at your first person .md3. The Hand mesh you used in there seems to be very small in comparison to the gun/the gun looks gigantic compared to the hand. I also miss any hint to the source of this hand model in your files external credits or the ReadMe. Can't wait to see what you'll come up with next
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Locked the thread on your request @@Corto
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and what would you imagine under that term? Any link to a PBR Material Documentation would technically suffice, as that really is the only thing specific to PBR.
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Huh. I must have overlooked that. I just looked through all the .efx files and did not find that. Maybe the files in my extracted Folder are not the base ones.
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Ah, that may be. It should be used for the projectile front. EDIT: @@Droidy365 this texture seems to be a leftover from JK2 it's not used in any of the .efx files
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These are well made reskins of existing JKA models. Not ported. I would not recommend porting anything from DF2 anyway. The game's models are ridiculously lowpoly and use extremely low res textures by even JKA's Standards. There are mods for DF2 that port JKA/JKO models back to DF2 to improve the visual quality.
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@@ooeJack For something like this you'd need a custom skeleton and custom animations. The _humanoid skeleton used in Jka does not lend itself to things like this.
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feel free to make a jawa Ion gun, I won't do it just now - maybe at a later date.
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What makes the DEMP2 less believeable? Why should you be able to find a makeshift Jawa crafted weapon in an imperial environment or any encampment that is not on Tatooine? I consider a state of the art anti-droid rifle fabricated by Merr Sonn Ammunitions, which are widely known through Legends EU and also in tge new Canon EU, to be far more believeable.
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Indeed, that's why I said it was long ago I'll stick to the DEMP2 Concept as I promised @@eezstreet to overhaul it a while ago. I will also stick to my plan of remaking all guns, including the E-11 and DL-44 I did previously for the DF2 and JK:Enhanced mods.
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been there, done that (long ago) https://jkhub.org/files/file/686-%7B%3F%7D/
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not modeled yet
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Is there a way to reload .shader files while playing the game?
AshuraDX replied to Corto's topic in Modding Assistance
I had this exact same problem before I think, and iirc this was the solution. -
Is there a way to reload .shader files while playing the game?
AshuraDX replied to Corto's topic in Modding Assistance
a random Idea: try and swap / for \ in your custom Pset. -
did you replace the white glow texture path in the effect or did you replace the whiteglow texture itself? The latter is not recommended as this file is used for allmost all weapon effects.
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you could use EffectsED or http://www.rapidtables.com/web/color/RGB_Color.htm and divide the R G B Values this gives by 255 to get the appropiate "normalised" 0-1 values (the same thing applies to @@SomaZ suggestion)