Jump to content

AshuraDX

JKHub Staff
  • Posts

    2,319
  • Joined

  • Last visited

Everything posted by AshuraDX

  1. Crazy idea: is it 10.00% or 10,00% in the import dialogue? Depending on your OS settings that might cause a problem. Happens to me when I don't change Windows number format and try to compile a model for jka.
  2. Could do it yourself - that ensures everything will be to your preference plus you might learn something about the games systems. If you hit a roadblock you can post here and someone will try to guide you through. Good Luck!
  3. @@Circa, @@eezstreet, @@redsaurus should I redo the menu screen in a similiar style for JK:E? or are you not interested in having this for JK:E?
  4. Yeah, I'll include that aswell no, worries
  5. scaled it to look best with widescreen resolutions for now still have to adjust the 4:3 version
  6. turned out I can not get that to work with what JKA offers me, so they'll be more like the base JKA bars. I will keep the written numbers aswell
  7. interesting idea, maybe soemthing that could be implemented in JKE I'll release my PSD file for this aswell so ayone could go ahead and make changes like this
  8. @ I was toying with the idea to make that circle the saberstyle indicator
  9. @ the grey parts I have here are opaque in the games hud aswell EDIT: I hope to get the bars to gradually fade with some shader work, so ideally it'll look something like this when you took damage: if I can't get it to do that I'll adjust the textures some more
  10. I messed around with the HUD today and made this: Faithful to the old base JKA HUD, but in a higher resolution and reduced to basic shapes and colors - opinions?
  11. @no clue, I'd try editing the shader to disable the glow from the crystal. and see if that changes something. It mgiht happen with the normal version too, but the changed rotation might have altered the view angle on the screen so that it is now far more apparent than before.
  12. @@The Punisher @ the crystal in the hilt is giving off a white glow by itself - so everything that passes throguh it will appear brighter sicne there actually is something that glows white in there. and that might be what you're seeing here.
  13. @@The Punisher you then flipped the tag positions appearently have you tried another saber color? the crystal itself gives off a white glow, that might overcast the lgiht blue blade color and therefore make it seem only white isntead of slightly blue. I think it worked better with the roange, red and purple blades
  14. reduce the saberRadius2 further - atm you see too much of the whtie core and not enoguh of the blue glow - that's why the crystal appears white
  15. @ you have no clue how ancient that hilt is I don'T remember what I did there I know that the saber crystal was done using a second blade, that blade can be adjusted via saberLength2 and saberRadius2 in the .sab file
  16. nope, not true for people findig this thread via google so please make it clear when something is ported, same goes for parts from other authors you used in a frankenstein - mention what yourm odel is put together from it's just disrespectful to not do that
  17. for the millionth time: I do not use blender sorry but I had to repeat it this way, I really have no clue about how you'd do that in blender
  18. @ wow I'm impressed how precisely you answered my question wether the game displayed an error message, props to you
  19. did you get any error messages or did it just display the wrong model?
  20. https://jkhub.org/topic/7338-clone-trooper-phase-2-armor/page-8?do=findComment&comment=110210 going by what xycaleth said there the equation should be: (number of surfaces +number of surfaces in bolted models) * 4 + (total number of vertices in an LOD + total number of vertices in an LOD for bolted models) * 20 <= transform space
  21. not gonna waste my time with this, you can do that easily in blender - just import it and roate it 180° then export as glm again. done. EDIT: I also think someone asked me for permission to do this before, and I believe he actually did that and uploaded it here
  22. here's the .car file I use to compile my playermodels: $aseanimgrabinit $aseanimgrab_gla models/players/_humanoid/_humanoid.gla $aseanimgrabfinalize $aseanimconvertmdx_noask models/players/_humanoid/root -makeskin just copy&paste that into a textfile and rename it model.car, then drag&drop that onto carcass.exe and it should start compiling your model you could aswell upload your scene and the exported xsi here so @@minilogoguy18 and I could take a look
  23. Random idea: is there a space after skeleton_root? Is it actually named "skeleton_root " instead of "skeleton_root"? No clue how carcass would react to that
  24. I think my Murasama model includes a rend2 .mtr file, go check that out - I'm on mobile right now and can't check it for you
×
×
  • Create New...