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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Ailan does the model appear in some sort of davinci pose isntead of the T-pose you are looking for? That's because this "da vinci pose" is JKAs default root position instead of the common T-pose
  2. @@Langerd sure - you may use my work whenever you find a use for it @@ensiform Not really, as I've spent a lot of time designnig graphics for the enw webshop at work lately and therefore lack the motivation to fire up photoshop at home after work
  3. If it was uploaded around 2012 it was probably SiLink or Caelum who uploaded that file. You moght have gotten an e-mail asking for permission and an invitation to your precreated jkhub account
  4. Did you make custom Animations or are you trieing to use the xwing animations from jka?
  5. you should be able to do that by yourself. It's really just a matter of swapping folder names.
  6. https://www.youtube.com/watch?v=uizNcQcpK-8&feature=youtu.be fuckin lost it
  7. I'd rip all of them, drop em in a shared folder, create a few new subfolders and start sorting them by character. If oyu only want a specific char you can just drop everything that's not related to kain in your case into a single "bullshit" folder. It's boring but not very difficult if you do it this way.
  8. so you want a spiraling ramp sort of thing?
  9. but beware - the base game reuses glass shaders all the time so your changes might effect things you don't want to be changed.
  10. it is possible, use the specmap as the alpha channel for your diffuse. then have a 3-4 layer setup in your shader: Optional lightmap stage diffuse with no alpha env map diffuse map with inverted specular map in alpha
  11. correct. Some mods might have code to fix the huds width based on aspect ratio, but base JKA and OpenJK don't.
  12. @@Archangel35757 - that might be, I went by the indices max displayed for my Editable Poly object.
  13. Okay, double posting here on purpose to share what my experiemnts while working at the turntable taught me about tags: The direction from vertex 2->0 equals +X direction, 2->1 equals +Y and normal direction equals -Z. Angles withing the triangle are completely ignored, the only thing that matters are vertex indices and their relative positions to each other. Depending on your software the indices might be different in your software. 3ds Max ,for example ,starts counting from 1 instead of 0 while softimage seems to have reversed vertex indices.
  14. @@minilogoguy18 can I get a plain front view and a side view? a orthogonal shot is not much help
  15. @@minilogoguy18 show a screenshot of the tag + the at-st foot, I have a theory
  16. pm me a screenshot and I'll try to figure out whats going on EDIT: going by the resolution of your screenshots for the starkilelr file you are palying the game in a very low resolution (800x600) you should use the regular hud.pk3 with that as it fits the 4:3 aspect ratio. the fact that it appears to be lowres on your screen might be linked to the low resolution you're playing in.
  17. https://jkhub.org/files/file/2956-ashuras-simplified-hud/ there you go, a beta version as requested @@ensiform
  18. Version BETA

    644 downloads

    A simplified version of the base JKA HUD that has yet to be completed - nuff said! use the hud_wide.pk3 if you play in a widescreen resolution and your mod does not correct the aspect ratio automatically.
  19. Very good! This looked promising, I might update the cliff texture I made for you as I learned a lot since I made that.
  20. spent too much time playing games @ no progress has been made
  21. @@minilogoguy18 - I'd rather have it split up as you have it in softimage EDIT: the mesh you pm'd me has a hole in the back: https://gyazo.com/577f187dd0bfbbe826f4bed44207a9ba EDIT: lookig at some ref pics from therebels show it appears that the topmost leg joints are spherical http://vignette2.wikia.nocookie.net/starwarsrebels/images/f/fd/Rebel_resolve_58.jpg/revision/latest/scale-to-width-down/640?cb=20150218091841 http://vignette3.wikia.nocookie.net/starwarsrebels/images/e/e7/AT-DP-6.png/revision/latest/scale-to-width-down/640?cb=20141014122036
  22. I can automate 90'% of the process so it's not a huge deal I will also take my time texturing this - so feel free to start animating beforehand I plan to make a proper(ish) highpoly for this, I have a few ideas for things I'd like to try out
  23. @@minilogoguy18 let me uv unwrap it - that way I can save you time and save me time adjusting stuff to my preference
  24. @@Langerd that's what I'd do in max aswell, or I'd use a bend modifier+ffd
  25. @@minilogoguy18 give me the lowpoly and I'll see what I can do. take these for further reference: http://starwarsrebels.wikia.com/wiki/All_Terrain_Defense_Pod/Gallery
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