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AshuraDX

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Everything posted by AshuraDX

  1. @@Seven there may be a way to do the covnersion in Blender - but you'd have to look that up
  2. that's the physical Reaver, the file OP is looknig for is the ghost form
  3. @@Seven do you have normal maps for the TFU heads? if you do you can use them to improve the currently very flat look of the textures. To do that get Xnormal first, once you have that export the head you ported as a .obj (hair and what else mgiht use the same textures included). Open Xnormal and go to Tools and look for the Object/Tangent space converter, run that and load the exported head as the lowpoly mesh, load your normal map as the input normal map and set the converter to "convert tangent space to object space". if done correctly it will produce an image that looks similiar to this. if you have that, open the head texture and your new object space normal map in Gimp or whatever else you use for skinning, first take a look at the Object space map. Disable the Red and blue Color channels (leaving you with the green channel), you should see that the upwards facing areas are lightly colored while the down facing areas are dark. Select everything and copy this over to the head texture (on a new layer) set that Layers blendmode to "soft light" and decrease the opacity to about 60% Now you'll do the same with the blue channel of the object space normal map, copy it over to a new layer and set that layer to "multiplay" and about 30% opacity, this should darken the backside of the models textures. sounds doable?
  4. @@minilogoguy18 any chance you have the spectral reaver saber?
  5. going by other pictures from that album @@Jeff might be your man
  6. If my theory about what causes this is right, a shader with the line "cull disable" or "cull twosided" should be able to fix it. Just identify the texture that's used for the crest and if it allready has a shader add the line to the entry for the used texture or if it does not have shaders: create a new folder "shaders", in that create a plain text file (.txt) and write the following in that: models/players/"modelname"/"texture" { cull twosided q3map_nolightmap { map models/players/"modelname"/"texture" blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } } Just replace the "modelname" with the nme of the folder that holds the samurai vader skin, and "texture" with the name of the imagefile used for the crest.
  7. Not exactly, I'm processing a channel from the wsp normals through 2 different Gradient maps, mask the second gradient using another channel and finally set flat areas facing along the base axis to 50% grey. My smart material eats PBR(Albedo, Metal, Roughness, Height/bump) maps and a bunch of baked maps (AO, Curvature, WSP Normals) and spits out a Diffuse and a spec map for JKA. Being a Smart material it offers a ton of Input Parameters for you to adjust stuff as you see fit. To handle Skin it can be fed a Thickness and an ID map, if the skin option is active it'll add some fake SSS and tint the baked lighting for the skin areas slightly using to 2 variable Blood and Shadow colors. The biggest problem atm is handling non metallic areas in the spec map, but I think I can fix that by adding an additional input that takes a base spec map that contains specular base values. About the models issues: I did not mention them here before, I wanted to get a first Release out for the community, as I figured that since I plan to add new stuff anyway I can allways go back and do a few fixes
  8. @@Psyk0Sith the feature is in place, I'l have to load a custom reflection gradient to make it look good though
  9. 1. yup, I have a bent normal map overlay in there, but it's not enough. The textures are converted PBR materials I sent through my substance material, which in essence does this, while offering a few more features. It actually has a feature to produce a sort of metallic specular reflection, but that is currently locked to the y-axis as it was mainly intended to be used for sabers, here' an early WIP shot of that feature - tested with one of @@Rooxon's sabers. Adding an option to ick the base axis for the reflection is on my to-do list for this smart material. 2. it was skinwrapped, I'll fix it in a next update. I allready amde the bottom halves of the boxes rigid by weighting them exclusively to the pelvis, but didn't want the boxes to clip through the torso too much so I kept the top vertices slightly weighted to the lower lumbar Edit: If you happen to use substance painter and/or Designer shoot me a pm and I'll pass you the material for testing.
  10. https://jkhub.org/files/file/2893-ashura39s-dc-15s-blaster-carbine/ it's out!
  11. Version 1.1

    2,320 downloads

    I just had to make a matching blaster for my clone model, so here it is! comes complete with new effects, sounds, UI graphics and a new descrition text. If you're not using OpenJK it will most likely crash when used with my clone model in Singleplayer, this was not tested though
  12. outfitted with new blaster sounds by @ I finished the effects for the DC15:
  13. an update, click image for the full album did some optimization to reduce the vert&tri count aswell as started on new effects, looking for good blaster sounds atm so if you have something, let me know!
  14. @ Scerendo not saying anything is "wrong" with it, I just realised that I can use it way more flexible in painter than you could use it in player - and decided I'd add a feature to give you more flexibility too
  15. that could have happened while chopping down the models geometrical detail (both versions are a reduced version of the model I worked with while texturing) EDIT: @@Some I just moved the clone blaster model we're hosting to your account, are there toher files on JKHub you made? if so I'll move them from the JKHub account
  16. should just have used Girs spec map isntead of making a new one
  17. @@Scerendo I think you mgiht want to go in and edit the levels on the AO for her body scarf thing you have some insanely strong, deep shadows there that one wouldn't expect on a piece of cloth like this in Substance Painter I could mask the scarf to a sepperate instance of the smart material, I might go ahead and create a improved graph version with 3 maskable instances of the material for you
  18. @@Some this helmet is final I do plan to add alternate helmets in the future
  19. time to redo the currently converted skins, eh?
  20. ...NO just NO do this instead: pen the minecraft skin then in photoshop go to "image>image size..." and a window like this will pop up: set it to nearest neighbor/preserve hard egdes and then resize the skin to your desired resolution also interesting for you @, don't do it as @@Zappa_0 suggested
  21. there's an optino to preserve pixel borders while resizing images in photoshop and I'M sure gimp has something similiar then you set r_texturemdoe to GL_NEAREST ingame to avoid the games texture filtering from blurring the skins slightly
  22. it even has a sombrero! (don't ask me why, DVG94 requested it)
  23. there is, the uv coordinates are similiar to those from older minecraft versions - skins for Minecraft 1.8 and past are not supported this is the layout my model uses: http://1.bp.blogspot.com/-GU5DI222uYs/TnRzeBVQbFI/AAAAAAAAAEM/CNnJ1OeBF9s/s1600/skin_standart.png +armor parts and cape EDIT: here's a example shader: models/players/mcraft/char { q3map_nolightmap { map models/players/mcraft/char alphaFunc GE128 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } }just edit this to match each of your textures and copy/paste them all into a new .txt file and name that *******.shader @@Zappa_0, @@Langerd you also want to type this into the console when using any of these: "r_textureMode GL_NEAREST" this will prevent the games texture filtering from "blurring" th textures, this will degrade the look of non-minecrafty stuff though
  24. the nintendo DS version of lego star wars 2 had them as playable characters but I think they only had generic lego sounds
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