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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Psyk0Sith theres a shader option that offsets each surface slightly, it's used for decals in maps. Maybe check that out, could be the key to fix the z-fighting.
  2. worktime is worktime
  3. submit it here, probably add different color skin options - I'm sure more people will have a use for this. also: why did you make your own color texture? The game has 6 flat color textures in assets1.pk3/textures/colors/ models/players/greenscreen/diffuse { q3map_nolightmap { map textures/colors/green rgbGen identity } }
  4. alternately try @@Archangel35757's .xsi importer I think I included my root.xsi aswell
  5. @@Psyk0Sith get my turntable model, and use the skeleton from the included max scene, then export& compile it against my turntable.gla that' should be better suited than the default humanoid.gla
  6. @@Psyk0Sith I take it you're allready at it?
  7. while this is not a bad point at all, it greatly impacts the readabnility of the thread and might siminish the chance that people with a similiar issue will find a fix for their problem here.
  8. I love it! Brilliant work! Especially those eyes, really impressive
  9. can you enable the wireframe overlay/edged faces option? (should look somewhat like this http://i.imgur.com/5RO0hie.png) also show me the UV layout/textures right now it looks like soemthing that could be fairly easy to optimise
  10. show a picture of the model you are trieing to get ingame and I'll tell you weter it'S more time efficiton to try and optimise this thing or start over
  11. those are some damn deep cavities there, I'd suspect that to be a problem with the automatically generated normal map @@Xycaleth maybe you could introduce a 1px blur for the normal generation to avoid these overly sharp details
  12. I spent the past few months concepting a new Customiseable saber while working closely with @@redsaurus to introduce a few new features These are mostly based at Hilts from the movies, I'm sure you allready recognised a few of them, while 2 are inspired by TFU and one is a mix of random influences. 2 example sabers: New features will include: -rgb colored ares on the hilts -saber color matching areas -variable dirt ( "all" I need to do is texture these. In order to save some time with that I'll go ahead and produce basic ID masks for each UV layout, these would later allow me to automise msot of the texturing process in substance painter A ID mask is made up of simple colors, each color represents a different material, here are some examples: example example 2 if anyone is feeling up to helping me out with creating these I could spend more time developing the materials that will be applied based on these ID masks. so lemme know if you want to help! I'll create a color key table later so that all ID masks share the same colorMaterial key.
  13. https://www.youtube.com/watch?v=d-VVnhwB4Gw
  14. what about your bioshock map?
  15. the mask needs a retexture, the textures are so low-res in comparison to the rest of the model
  16. @@Circa not atm allready have too many projects I want to finish
  17. nobody reads replies properly these days...
  18. I'd assume that means no shaderlights at all?
  19. I prefer shfitees trando over this, the SWTOR heads jsut don't go well with base JKA stuff
  20. @@eiTani good to hear! I highly doubt that you have every model we have on her ein that pk3 (which is what your original request soundend like). there's no way you could fit all 328 models we host in a single 700mb .pk3 And that's what caused people to "exaggerate" as you said.
  21. shoulders are a nightmare in general when it comes to jka
  22. @ there's the current vehicle hud, still have to recreate the map/radar texture @@Archangel35757 needs code work, probably not gonna happen
  23. @@minilogoguy18 fixed the LODS? otherwise I could run it through max really quick and add the last LOD to it
  24. Done allready, will get some screens of that later
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