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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. gotta redo the red marble one, a crash corrupted my file and I'm left with an older version.
  2. Fairly easy to do in 3ds max, @@Liam let me know once you get to this stage.
  3. @@DT85 halp pls
  4. ofc - but what you jsut did creates a blue highlgiht in any light environment! if you have red lgihting - the highlight will still come of us blue that way, white is a neutral color. @@Liam that is correct - without rend 2 or GL2 JKA does not support normal maps nor full PBR materials but my PBRtoJKA material uses the data supplied from a PBR material, adds some baked maps to that data and craps out a diffuse and a specular texture for JKA that look amazeballs in this old game.
  5. @@Liam so you do not have access to Substance Painter? dang - because I spent the past 3 years developing this on the side
  6. @@Liam make sure not to weight anything to non-jka bones, I'd recommend hiding and freezing these irrelevant layers in the scene EDIT: also any plans on what you're gonna do for textures yet?
  7. Importing a skeleton with the glm importer is not a good idea upon compilation against _humanoid.gla in carcass the skeleton is resized to 0.64 times its original scale. Therefore you'll have to export the model as glm again if you import a skeleton from glm , you can't take the carcass/assimilate route. Which is not necessarily a problem - but as of now the glm exporter won't export LODs properly.
  8. Wait, wait, wait, what are you importing? We have a perfectly fine jka skeleton + bolts in .max format hosted on here! It's for max 8 but loads fine in newer versions. https://jkhub.org/files/file/1855-%7B%3F%7D/ and I noticed your model is missing hands... feel free to borrow mine https://jkhub.org/files/file/2773-%7B%3F%7D/
  9. Very nice! If you get stuck with getting him ingame via 3ds max - hit me up on discord or pm
  10. started a basic red marble material, for the darker stone textures. EDIT: On a second thought... I hope it doesn't bite too much with the other red granite/brick type stone material EDIT2: this works better.
  11. all guns in JKA are incredibly oversized and super bulky - especially the old bryar so yes, the base jka viewmodels are also deformed to fake FOV which -i did not do with this view model, so it's longer and may appear a little slimmer than it actually is.
  12. If you want I can prepare a few high res renders of map textures and models with a DF2 Mod logo on them (which we probably still need?) EDIT: Another thing: I still can't run OpenDF2 - could I be missing any dependencies?
  13. overly harsh one directional lighting is bad too
  14. It's also very dark. Could be bad lighting work in the map. I'll delete all faces that are purely facing forward then.
  15. Moved thread to Mod Requests and Suggestions @@Reftor
  16. @@DT85 is there a list of other weapon models we need? Are there any of these we won't need? https://strategywiki.org/wiki/Star_Wars_Jedi_Knight:_Dark_Forces_II/Weapons_and_Ammo
  17. I made a thing. https://jkhub.org/files/file/3249-bryar-blaster-pistol-jkajk2/ Use this thread for any bug reports or questions.
  18. Version 1.0

    3,241 downloads

    Well, I made a thing. A pretty Thing. This my rendition of Kyle Katarns Signature blaster, based at it's appeareance in the live action-cutscenes from Dark Forces 2. I originally made this for the DF2 mod which will feature a PBR version of this model but decided to release a version for the base game aswell. This weapon works in both games JKA and JK2 and comes with an optional .pk3 to swap the blaster pistol model in JKA for the bryar model. all preview images are ingame screenshots!
  19. @@DT85 I tried this build and jsut as the previosu build I caN't run the opendf2_sp.x86.exe at all. I put everything into my gamedata folder but when I try to run the exe nothing happens, like really - nothing no launcher/console popup, no error just plain old nothing.
  20. I believe most of the right arm is unlikely to be seen at all, so symmetry shouldn't be a problem.
  21. @@Asgarath83 is italian, iirc, and might be able to help/teach you in case he can't I could perhaps teach you getting a model into JKA with 3ds max - but I don't speak italian so the language barrier will persist.
  22. @@cocco1960 what is your primary language and which model are we talking about?
  23. I'm not going back and changing that now that everything else is final, besides the glm viewmodel.
  24. @@DT85 well, I could give you the world space normal map, whch you could edit to get masks of areas based on their orientation but I doubt that'd be a lot quicker. hit me up on Steam or discord if you can - should be more comfortable than checking the forums every few mins. EDIT: you could also use the render to texture feature in 3ds max and assign 2 materials to the mesh faces, a green mat for faces that mus tstay and a red for faces that can go.
  25. Finished and textured the view model https://www.dropbox.com/s/kyd9a1sltx6c0om/Bryar_v.zip?dl=0 also updated the model on Artstation https://www.artstation.com/artwork/5RGbW So about getting this ingame and deleting faces:@@DT85 isntead of deleting faces I'd prefer if you could send me a texture over with the faces you deem removeable colored brightly. I'll then delete those faces and let substance reproject the textures I made onto the enw mesh with optimized UVs, that way we can save space in the UVs which gives us more resolution for the view model, without requiring the use of a higher res texture than the world mesh uses. Both texturesets can be 1k that way. And you also won't mess up any normals and therefore the normal mapping by deleting faces
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