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AshuraDX

JKHub Staff
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Posts posted by AshuraDX

  1. 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

    bigphil2695 likes this
  2. @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.

    MagSul likes this
  3. 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:

    Texture Detail Overlay
    Tompa9, Smoo, krkarr and 3 others like this
  4. 5 minutes ago, fullkevlar said:

    Nice, thank you!

    Any chance you could point me towards a walkthrough on how to make my own Roff?       

    Or is it already in the file?   I'm not at my computer, and also haven't slept - had a pipe burst last night, and I'm still dealing with the aftermath.    Happy New Year?

    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 😄

    OCD2 and ChalklYne like this
  5. @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.

    mjt and OCD2 like this
  6. 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.

    OCD2 likes this
  7. @fullkevlar You might want to use '-bouncegrid' in your light compile, your map looks like it relies heavily on bounced lighting to light up the corridors and by default this does not affect the lightgrid afaik. '-bouncegrid' should take care of that.

    I also think I remember reading that using -fast can screw with the lightgrid, and there was a workaround to that, or rather a way to compile without using fast without sacrificing a lot of speed. Didn't you dig that up @mjt

    OCD2 likes this
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