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Everything posted by AshuraDX
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never seen an issue like this before in JKA but that doesn't have to mean anything - seeing that I'm not a mapper maybe @@Szico VII knows something, if we can resurrect him or @@Xycaleth could shed some light on this
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Noesis is your friend, Google it.
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@@Scerendo about the saber blade not shwoing up... from what I remember this had something to do with the model hierarchy, one of Hapslashs models suffered from the same issue about your shader problem : try the model with a clean base folder to verify that it's not what @@Langerd suggested, even though I'd expect an error message in the console if that was the case Also check the file extension for typos - maybe you named your shader file .sahder or something like that, happened to me once and drove me nuts
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I see - I'm late ot the Party, good to hear that you fixed it - I never intended the npcs to be spawned as enemies, I only included them to allow people to use the "playermodel >x
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Reduce the strength of the AO , some of the wrinkles are insanely dark - if you have a dirt layer on there that's based on AO turn down the intensity/spread of that dirt also relinking this : https://jkhub.org/topic/6178-aayla-secura/page-4?do=findComment&comment=100818
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@@Circa I can allready see it coming.... Saber part packs as 5€ DLC - seeing that EA currently owns the rights to SW games
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Good idea in theory, bad min practice - these meshes would certainly kill JKA
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that's looking better allready @@Scerendo ! to find further inaccuracy your best bet would be to overlay a few photos of OScar Isaac over your sculpt in Zbrush
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Jaw dropped , outstanding work @@Langerd ! looking forward to your future work I'd recommend looking up some texturing tutorials for metal - your current metal textures are very messy and very beaten up check this out : http://cgi.tutsplus.com/articles/how-to-hand-paint-convincing-metal-textures--cg-1765 you will really have to handpaint the baked maps that guy is using, but once you've done that the process should be fairly simple
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@@Langerd the path in the GLA file shouldn't matter Anyway after taking a look at the model in modview, which animations were it that you changed ? okay, I found the changed animations - you changed the animations for the pistol as far as I can tell seeing that it works in modview there are only a few other possible problems : 1. make sure you don't have a duplicate of the crystal guard model in your base folder that still has the original GLA path in it 2.Does the weapon you made him use in his NPC file even use the WEAPON2 stance? Maybe the weapon you gave him uses the rifle instead of pistol stance and that's why your change won't appear? this seems not too far off going by the information you supplied here, going by the appeareance of this guard I'd expect him to use Ice or Lightning based attacks and both of those weapons use the rifle stance, isntead of the pistol stance which is the one you replaced
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@@Jrue done.
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hm I just had a quick look over it and I don't see anything wrong really, didn't get to try it out yet but I have a theory : try renaming your new _humanoid folder _humanoid_cg and change the file path in the model.glm again I suspect that the game simply refuses to load the GLA because the filepath is too long, as the current filepath you have is 44 characters long while I seem to recall that the game has problems with filepaths exceeding 32 characters
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distance lower lip -> chin seems too large and eyes appear to be a little too small
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@@Langerd it definitely requires a hex editor - or recompiling the model with another GLA pass me your files and I'll have a look, maybe I can find and fix the problem
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Could someone make a model of this character? (Xesh)
AshuraDX replied to Xesh's topic in Mod Requests & Suggestions
that'd be UVW Unwrapping send me a pm regarding this, depending on the software I can help -
Could someone make a model of this character? (Xesh)
AshuraDX replied to Xesh's topic in Mod Requests & Suggestions
Fact is that there are very few active modelers left for this community - and the few that are still here are usually to busy to handle requests besides their own projects and RL stuff something that you could try is follow this tutorial and then make it yourself and ask for help if you're stuck and need help with a specific step of the process, people are more likely to help you do something yourself than to do something for you -
I'll probably buy this - I allways loved the lego games (and still do) I'm interested in seeing how this turns out though - Lego the hobbit was released shortly after Desolation of smaug and was supposed to get a Battle of the five armies extension after the movies release but that Extension was canceled, so I wonder wether they'll release 3 sepperate, longer games for each new episode or release the first levels concluding TFA and then add the other episodes via DLC later.
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@@Circa I know - but still, compared to the amount of content the old Battlefront games had to offer this just makes me sad
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Wow, some of these look fairly decent !
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Damn, thats hot ! one thing I'd suggest though : you added a glow shader to the red lines and stuff on his head, why not do the same to the lights in his chest and hands ?
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by "each map pack" do you mean Bespin and the death star are sepperate packs ? if that's the case it's bollocks I thought the maps could only be recieved via the season pass up until now (still doesn't make it much better)