Jump to content

AshuraDX

JKHub Staff
  • Posts

    2,319
  • Joined

  • Last visited

Everything posted by AshuraDX

  1. which link ? the dropbox link? does it give an errormessage? it should work O.o
  2. @@KENNITHH most likely a driver issue as Xycaleth said, yeah you probably won't be able to do anything about it
  3. @@James Terrano bumpity-bump! found a solution to the problem (more or less by accident) aaaand here you go : https://dl.dropboxusercontent.com/u/35503378/white_ren.pk3 you'll need this too, since the file I linked works as an expansion to my old hilt mod https://jkhub.org/files/file/2214-kylo-ren39s-lightaber-adx/
  4. @@James Terrano allright, I have it all set up and it should work technically BUT I have some trouble with my exporter plugin, so you'll have to be patient a little longer If you want to try it yourself though you could get a student version of 3ds max for free and then follow this tutorial: https://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/ just instead of adding a compeltely new mesh piece, you'll want to duplicate the *bladeX pieces once and name the duplicates *blade4 *blade 5 and *blade6 after that just export and modify the .sab file - if you're lucky you don't run into the same bug with the plugin that I keep running into
  5. something about the boots looks odd
  6. ^exactly and this means that it won't work with neither @@Rooxon's nor my Kylo hilt, I also highly doubt that it'll work with @@Darth Martyr's since all these hilts utilise multiple blade tags and it appears that defined blades with an index number that does not have a co-responding Tag are attached to the main tag_blade or tag_blade1 so you probably can't get this to work without adding in additional tags for the new blades @@James Terrano If you're lucky I still have the sourcefiles for my Kylo hilt and can set you up with what you want
  7. this may not be super effective on the renderer, but this creates semi-random decals all over surfaces allowing you to create more texture variation without extra work
  8. from what I understand the "blender" stages are used as masks for the detail textures
  9. I see you used some pieces of my Neo Crusader model for the Neimoidian Guard -Permission granted if you want to release it
  10. 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
  11. Darth Arth once got Modeled terrain with material blending to work - I have no clue how he did it but I'm fairly certain that he did it
  12. Noesis is your friend, Google it.
  13. @@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
  14. 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
  15. 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
  16. @@Circa I can allready see it coming.... Saber part packs as 5€ DLC - seeing that EA currently owns the rights to SW games
  17. Good idea in theory, bad min practice - these meshes would certainly kill JKA
  18. 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
  19. 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
  20. @@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
  21. 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
  22. distance lower lip -> chin seems too large and eyes appear to be a little too small
×
×
  • Create New...