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Everything posted by AshuraDX
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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.
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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!
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@@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?
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Yeah, I'll include that aswell no, worries
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scaled it to look best with widescreen resolutions for now still have to adjust the 4:3 version
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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
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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
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@ I was toying with the idea to make that circle the saberstyle indicator
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@ 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
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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?
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@@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
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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
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@ wow I'm impressed how precisely you answered my question wether the game displayed an error message, props to you
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did you get any error messages or did it just display the wrong model?
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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
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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
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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
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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