-
Posts
2,319 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by AshuraDX
-
Is there a way to reload .shader files while playing the game?
AshuraDX replied to Corto's topic in Modding Assistance
@@Corto okay so, I assume that this is for your E11 model. Doe the following files exist: models/weapons2/e11.jpg/tga/png models/weapons2/e11_spec.jpg/tga/png models/weapons2/e11_env.jpg/tga/png I'd assume they don't. Are ou testing your shaders with the same version of the model as the one hosted here currently? -
While I could do that you have to understand, that this process is highly software dependant. I may record the Unwrapping and texturing process of my DEMP2 though for some pointers.
-
Did I say otherwise? I asked him to learn a new skill that will considerably improve the look of his models. UV unwrapping is the process of flattening a 3d model to 2D space, which you need to do if you want to texture your model. While you can technically do a flat axis projection for makeshift UVs it does leave a lot of nasty texture stretching on all surfaces that are more or less perpendicular to the projection axis. Which is the reason for the "stripey" appeareance of his gun models front, top, bottom and backsides. I still like to push people to expand their horizons and learn new things. I miss the times when this community was a place of learning from and with eachother. When the community was all about creation of new community-made content. Nowadays honest critics are often taken as personal offense or greeted with a "bitch, please" attitude, which kills the motor that drives improvement. Nowadays this place has become a forum all about whoring for attention and boosting your ego with the least possible effort. I understand why so many modders of my generation have grown frustrated with the community and left this place and I may follow them sometime. Anyway, back on Topic now. No need to turn this into a another porting discussion.
-
I have started a thing. I'm slowly chipping way at the High Poly version of the model.
-
Is there a way to reload .shader files while playing the game?
AshuraDX replied to Corto's topic in Modding Assistance
they do. They only behave differently for bsp geometry/Brushes. -
Which tags in which .md3? My process involves redoing all of the .md3 files the weapon ships with from scratch.
-
Please @@JAWSFreelao , please learn how to UV Unwrap before attempting this. Don't give us another playermodel with horrible UVs - such as Neomarz Clones. Remember the texture stretching on the legs, etc?
-
I can explain this.The game loads *weaponname*_hand.md3 This .md3 only holds Tags. The game then proceeds to bolt the other .md3 files to tags found in the *_hand.md3, therefore the orientation of the weapon models does not matter at all. Only the relative orientation in comparison the the tags matters. As for why the pistol and e11 models are that skewed: either a mistake on the developers end or it was done on purpose to fuck with us modders.
-
Very nice! Let me know if you ever need some outdoor terrain for your project. I have been working on a few things regarding that.
-
What an improvement! very nice!
-
you could technically do this much easier. If you can export animated .md3's from your package. You could get around having to work with all these wierd angles by just completely remaking th *weapon*_hand.md3 and all related .md3 files.
-
@@Corto I really recommend you to check out some Sub-D modeling techniques and give that a shot. With a nicely done HP mesh to bake from and retopo you can easily make 2 lowpoly meshes with completely different topology, detailing and therefore UVs. You can even just texture one of the meshes and let Substance Painter reproject your work onto the lower detail version.
-
quite the improvement, indeed! but I'm sure you can take it further
-
bump for @@Corto Look a the wear on these Original Patchett L2A1 (Mk1) SMGs, this is the gun which they modified to build their E-11 Props. Taking a look at real world examples of the weapons Star Wars weapons were based on is usually a good thing to do if you want to get a feel for realistic wear the gun would see.
-
The thing is, as of now your gun does not look overused or battle weary but purposefully damaged.
-
@@JAWSFreelao not agai......
-
@@Corto I saw your update and took a closer look at the textures: You replaced your base texture and got rid of that incredibly speckly and patchy galvanized metal texture and went with something a lot smoother - which I think is a step in the right direction. This makes the whole texture so much nicer to look at. You also added quite a few more details to the texture which suffer from one problem - while you have a consistent light direction in your 2d texture, the light direction for the "venting holes" in the barrel as an example changes from being lit from the top to being lit from the bottom depending which side of the gun you are looking at. The edgewear is also still quite heavy and should be decreased further. Your textures are also still lacking in general lighting information and specularity
-
Or you could try my smart material which handles highlights and shadows too I'll really have to record a set up guide for it.
-
okay, check your pm's
-
Which version of Substance painter do you use? I have created this Smart Material that helps you bring your Substance Painter Work into JKA.
-
I hope you're up for some serious crits @@Corto The modeling work is fairly solid! But I do have a points you might want to tackle before your next release. You seem to be using the exact same mesh for the view and World models. The world model does not need to have all the small circular idnentations modeled and you could delete the front and most of the right-hand-side of the view mesh to optimize the model for the game. You should also consider adding LODs to the model. As it stands right now, someone who were to use this in base JASP with a rather detailed Character model will definitely run into the Ghoul2 Transformspace error. The textures could be improved a lot, while I love the base you have for your scope atm the whole gun could use some proper highlights and shadows, in a game as old as JKA having pre-lit textures is usually the best way to go. I'd also recommend to reduce that edgewear by a LOT. Right now it looks like someone disassembled the gun and purposefully evenly scratched all edges. Place your scratches strategically. The more Occluded an area is, the less scratched it should be. Take a look at this small hole, how did that get scratched around the entire perimeter? And that is just one small example, here's another. Who took a rather hard piece of metal, put it in that nook and scrubbed it over that things bottom edge? Place your wear in places where it makes sense. From looking at your textures I'd assume that you did infact bake an an Ambient Occlusion map, you could use that to help you find the occluded spots that'd see less wear. You can also use the same AO map as a guide for where to Paint dirt, because dirt is more likely to gather in the deeper crevices and occluded areas that are rarely scrubbed over by accident and difficult to clean due to limited accessibility. You also don't need a 4k map for this gun. Especially not for the world mesh. The World mesh can do fine with a 1*1k Map while the Viewmesh can get away with 2*1k map, seeing that you only need about half the UV space for half of the gun model. you got some nasty UV distortion on the left side of the grip This is all I got for the moment, if I dig further I can probably find some stuff to nitpick about but for now I'll let you focus on these bigger Issues.
-
Kanan Jarrus (Very Early W.I.P) Jedi Academy Model
AshuraDX replied to Liam's topic in WIPs, Teasers & Releases
Good to hear from you, hit me up on Steam, or Discord: ashuradx#1192 for help in either process, texturing with Substance Painter or getting him ingame. The basic Process on getting a character ingame via 3ds max is described here: http://psyko3d.50webs.com/tutorials/jk2_guide.htm You'd just have to get the required plugins from our files Section. -
It indicates a bad/faulty model, you could call it a 3-Axis Gizmo.