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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@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
  2. 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
  3. @ 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
  4. 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
  5. 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
  6. @ wow I'm impressed how precisely you answered my question wether the game displayed an error message, props to you
  7. did you get any error messages or did it just display the wrong model?
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. try a select all then export selected, no lcue what else you could try - I bet @@minilogoguy18 could have the answer
  14. updated! looks much nicer now imo EDIT: better render: EDIT2: I think I can call this finished
  15. a quick 30 minute Leather wrapping MAterial, with adjsutable number of straps, angle of the wrapping and obviously tiling
  16. Not for models, atleast outside of rend2
  17. not an easy fix without manually editing each of the LODs, I doubt that I'll look into fixing that
  18. there's also this: https://jkhub.org/files/file/1687-3ds-max-2013-map-exporter/ I have played around with it for a few minutes back when I used max 2013 and decided to actually read the documentation available some toher time and get back to it...and that's about it, so I can't say how well it works or if it works at all.
  19. that's a lot better than what I started with today progression pics: http://imgur.com/a/I28V4
  20. been a while.... still a long way to go before I call this one done
  21. https://www.youtube.com/watch?v=eJFfnTkyj-g
  22. @@Psyk0Sith I'd probably decrease the deformation on the lower cloth pieces and make them more flat, I doubt this will look good in JKA
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