Jump to content

AshuraDX

JKHub Staff
  • Posts

    2,319
  • Joined

  • Last visited

Everything posted by AshuraDX

  1. Hey everyone, I was thinking to start weekly or at least Bi-weekly modding streams on the JK Community Discord and Youtube, around the early afternoon (GMT+1) on Saturday/Sunday. https://youtube.com/channel/UC52oLpMQiYO5cDB9A9pUFBQ I will post here about the details for each stream and an approximate Timeframe. The first Streams content will be making a Rof Animation(s) for @SomaZ rend2 Remake of the bespin duel map. The following stream will most likely be finishing the control panel material I started for the same map. I'll probably start making rough Q3ME Tutorials via Stream recordings in the future as well. If you have any suggestions for modding content I should stream, feel free to post them here.
  2. Hey @DragonSlayer2189, There is a Tutorial on how to do that right here: As to replacing other npcs with the minecraft model, all you need to do is create nee Npcs with the same names as the ones from the campaign and have them reference the model you want to use. If you compare, let's say the stormtrooper npc file from the game with one from the Minecraft model pack, you should be quick to figure out what you need to do. And how to mix them both to get the results you want. If you can not figure it out on your own, there should be a Tutorial in the tutorials subforum on here. And if that also doesn't help, don't be shy to ask for help here
  3. Better done by editing the appropiate efx files. You find them in effects/<weapon name>/...
  4. @ZanderNao The most important thing is that the joint locations have to match as best as possible. From a quick glance at the above picture I can tell that the shoulders and hips are both massively misaligned, hip joints are too high up compared to the humanoid skeleton, shoulder joints are too far outward, legs are too long after the hips are corrected. Every mismatch in the joints will get progressively worse the more joints are mismatched, as the animations will play around these joint locations any offset from them will be very noticeable and cause the model to look broken apart and disfigured in many ways in motion. It'd probably be best if you created some small spheres in blender and positioned them at the pivot points of the following bones: femur, tibia, talus, humerus, radius, hand, cervical and cranium. These translate to: Hip, knee, ankle, shoulder, elbow, wrist, neck and head That should make it much easier to line everything up correctly and ensure a good looking animation result ingame. the alternative would be a custom rig and skeleton, which comes with its own limitations and issues - especially for multiplayer in vanilla
  5. Looking at the proportions I wonder, is this guy supposed to run on the default _humanoid.gla? If so some extensive adjustments will be required, the upper to lower arm ratio and size/orientation of the hands are far off. These are things that may be easier to adjust before making a low poly version to bake to. If you do it the other way around, you will end up with permanently stretched/squished textures around the adjusted areas, which would be a shame considering the quality of this sculpt.
  6. @Hartsinck Sounds like a faulty skin file. You can replace a shader/texture path in the skin file with the command *off to prevent that part from being rendered ingame. To me it sounds like you are missing the * in at least one line of your skin file.
  7. Looks like your image went missing EDIT: I fixed it for you by grabbing the link from the posts edit history
  8. @Nai There is a difference between smooth shading and smoothing by adding more geometry. I'll try to explain it as simply as possible, without getting too technical. We have two Cylinders here: At a first glance it is obvious that the one on the right looks much smoother than the one on the left, yet they have the exact same amount of vertices and polygons in 3ds max. The difference between the two is, that the one on the right uses so called smoothing groups to render the faces/polygons going around the cylinder smoothly and not as facets. Smoothing Groups are a relatively Easy way to change the vertex normals on a 3d model, simply by defining groups of polygons that should shade smoothly. A 3d editing program like gmax or 3ds max can store multiple of these vertex normals per vertex, this is really cool as it means you can easily edit the models as you see fit and still get the perfect shading you want. When it comes to model formats for games, like the md3 and glm format Jedi Academy - things get a little less comfortable. Both formats can only store a single vertex normal per vertex. Let's take a look at these vertex normals: Each Line represents a vertex normal, as you can see - we have 2 lines per vertex on the right cylinder and 3 lines on each vert on the left cylinder. When you export these models to md3, the exporter splits the vertices once per vertex normal, so the vertex count of the model on the right DOUBLES and the vertex count of the model on the left TRIPLES after export. If we wanted the model to export without increasing the vertex count - we would need to do something like this: While this gives us only one vertex normal per vertex, it comes at a horrible price - our cylinder now looks like a blob and no longer resembles what we want to have at all. This is why you are getting so many additional vertices - your model looks like a disco ball, no edges are smoothed and so everything gets split up on export. if you want to retain this look and still have the model usable ingame - you will need to seperate it into multiple submeshes. It is worth noting that the same applies to UV coordinates. MD3 and GLM Models can only store one set of texture coordinates per vertex while gmax and other 3d modeling programs can store way, way more than that. So you will also get multiplied vertices on uv seams, as a UV Seam is nothing but a vertex with mroe than one set of texture coordinates. As you can see here: Hope this helps you to understand the concept
  9. Hey, There are two factors that increase Vertex count when exporting models for the game: 1. Non-smoothed/hard edges 2. UV Seams Both cause the exporters to duplicate the vertices at those locations. now onto Solutions: 1. Try tweaking the smoothing groups on your model to reduce the amount of hard edges 2. If you have not finalized your textures yet, try editing the UV Layout to reduce the number of seams (usually displayed as green edges in 3ds max and gmax too iirc) 3. Split the model into multiple sub-meshes that stay under 1000 verts each, this is usually the go-to solution but should be a last resort if you absolutely can not get below the threshhold on your mesh by following Solution 1 and 2 Let me know if you have further questions
  10. The torso texture could also use a rework, it looks very blurry and low resolution, almost reminds me of an old PS2 Game. Did you paint it from scratch or is it sourced from somewhere?
  11. Substance Painter is very reliant on having proper normal maps and other detailee baked maps from a high poly mesh. You can use it without those but lose a lot of the benefits in the process. Both Photoshop and Blender have 3D Painting capability that might do what you want to do
  12. If the deathscript doesn't work you can target a scriptrunner from the func_breakable and use that to run the script when it is broken.
  13. Or selecting a single brush and pressing g will also select all other brushes in the same entity
  14. @quakefreed You could also create a shortcut to jasp.exe and add the startup parameter +devmap <mapname> To the path in there. That should also work. HowTo: https://www.digitalcitizen.life/shortcut-arguments-parameters-windows/ The tutorial uses -, for jka console commands use + instead. @NAB622 autoexec.cfg should automatically be run by the game, you shouldn't need to tell it to run it on launch.
  15. Huh, that is odd - one thing you could try is using vid_restart before loading your map again. AFAIK that reloads all .shader files and other assets as well.
  16. Not a fan of the overlayed high contrast grunge. It darkens the texture considerably and makes it look rather dirty. I'd try a more subtle approach, add small chips and scratches here and there. Maybe some light Dust Buildup. Or you could try the cheapo route and apply a high pass filter to the grunge map with a low radius. If done correctly you will get Something that sort of resembles a curvature map for your grunge and could overlay that. This would give the crisp details from the grunge, without massively changing the colour of the underlying texture. Example:
  17. @fullkevlar would you like me to update the roff to match the new positions or would you prefer having me send you a new file with just the start and end points in it? As long as the difference between those two points match what's in the roff, it's all gonna be fine and matching.
  18. My mapping Toolkit for 3ds max, Q3ME, includes a roff exporter. I was planning on walking someone through using it on stream and make that stream available on Youtube, then release the current version of Q3ME (which is long overdue). @mjtcould guide you through the process in blender. Oh dear, that's some bad luck. Hope you get it fixed soon! Happy new year to you too, let's hope that burst pipe is 2020's last swipe your way
  19. @fullkevlar The base animation for the roff, already have it ingame but I sadly ran out of time to record a video of it right now. (After I spent hours looking for the cause of a problem that ended up being a typo in a ref_tags targetname.... don't mod when you've been awake for more than 20 hours peeps.) But here's a pk3 file for you (and everyone else interested) to try ingame and dissect, to see how it was done. Just load the map and press the use button (you spawn inside a trigger_multiple). The animation can be repeated as often as you'd like, there's a 10 second wait on the trigger to keep it from breaking. > click me < devmap razorcrest_roff you should be able to just replace your spawnscript with mine and make it work in your map - as long as you didn't change the positions of the origin brush or the docking port.
  20. that's quite choppy @fullkevlar can you send me a .map file with the ref_tags you used to move the model? I just need their coordinates actually and the starting coordinates of the object you're moving
  21. I'd suggest using a more unique name than just "singleplayer.shader" for any project. If people combine pk3 files from multiple mods you don't want your shader to be overwritten. Try adding a unique identifier to your shader file names, something like "fkv", based on your username, as pre-/suffix. I often use "<name>_adx.shader" Shadered2 makes some parts of shader creation easier, but it does not support all of the parms we can use on our shaders.
  22. Radiant 1.5 never ran on windows 10 for me, 1.6 worked quite well
  23. Yeah, switching to Radiant 1.6. Should help. I found working in that far more bearable than trieing to use 1.4 on Windows 10
  24. @fullkevlar iirc there is a menu to do that in somewhere in the gtk Radiant Preferences, alternately you could edit the file you edited to fix your q3map2 problem. Or you write a bat file to compile your map with. Which is what I do from my (still unreleased) Q3ME.
×
×
  • Create New...