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Posts posted by AshuraDX
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I actually have an older GTX460 lieing aorund which I don't need, but the shipping would be expensive
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In the .zip on the previous page @@Xycaleth
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Tempust85 likes this
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@@Archangel35757 sent me a beta version of his script and it is awesome !
this will make the whole process much easier once it's finished
Archangel35757 likes this -
@@Xycaleth allright I was just wodnering, since I thought you had them working before
could you pass me your test map btw ? with the cubemap ? (when it comes to mapping I don't know shit)
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welcome and Enjoy your stay !
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I am currently writing a Maxscript that will allow you to easily fix the screwed up bones coming from importing a Noesis GLM==>>FBX file.
When I'm finished I'll send it to @@AshuraDX to upload in the Utilities section for me.
that will be uploaded together with the tutorial
, should make sure that it works properly first
Archangel35757 likes this -
@@Barricade24 I see you creeping the filequeue all night allready
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so @@DT85 sent me a compiled version of OJK + rend2
now I can't set up rend2, I tried
cl_renderer rd-rend2_x86 & cl_renderer rd-rend2, both followedf up by either a vid restart or restarting the game entirely - but after the restart it would still tell me it was set to rd-vanilla
EDIT : after deleting all OJK files from my gamedata folder and adding the new ones it seems to work, now I jsut need a test map....
EDIT2 : new version of the shaders and textures : https://www.dropbox.com/s/c37dkb54ddp6thy/HUGEDL44_v2.pk3?dl=0
something I noticed : are damage marks on glm meshes broken ? I shot it and then it had random white rectangles drawn all over it, not even in the location the shot hit it
Sovietskiy Partizan likes this -
@@Xycaleth - @@DT85 just noticed that my spec texture did not contain the gloss map in alpha, aswell as the diffuse texture came without Transparency, saved my tgas wrong as I barely use them ^^U
here are the fixed textures https://www.dropbox.com/s/igttcwkp8we5mo9/overwrite.zip?dl=0
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this was textured using the Quixel DDO legacy version and should look like this
I usually work in Allegorithmics substance suite nowadays
EDIT : I also jsut remembered that the DL44 normal map has no parallax in Alpha
Bek likes this -
usually - yes but in this case you allready have a textured lowpoly mesh and getting details to match between a new sculpt and that lowpoly is a pain in the assI usually prefer to do real sculpts instead. Painting is better suited for surface details.
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@@Xycaleth : here you go https://www.dropbox.com/s/fqz72sdesxej7ch/HUGEDL44.pk3?dl=0
as of now it's still uploading since the textures are all in 2k and uncompressed 24 bit TGAsdid not get the at-st ready yet but I got the humansize DL44 done
includes :
DL44_rend2_d.tga - diffuse with Transparency in Alpha
DL44_rend2_s.tga - Specular with Gloss in Alpha
DL44_rend2_n.tga - Normal with height/displacement/Parallax in Alpha
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I allways though it looked stupid
why would the eyes show highlights on opposing sides ? there's no explanation for that
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@@Cerez fine then
something else I noticed : are the eye balls sepperate meshes ? if so mirror one of them to get rid of the mirrored eye highlights
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@@Psyk0Sith instead of using crazy bump I'd trace the important features in substance painter - effectively "paint-sculpting" a normal map on the lowpoly mesh
@@Xycaleth about the rend2 gloss maps - common setup ? white is glossy, black is dull ?
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oh dear - it's me again posting here
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@@minilogoguy18 I have that somewhere, yeah - needs to be altered a little to use the gloss though
will get some test models packaged up and sent your way tomorrow evening @@Xycaleth
Tempust85 likes this -
her eyes eem to be too far apart
, just mov ethose vertices a bit towards the center
textures look nice !
Cerez likes this -
the saber looks like this one : http://jkhub.org/files/file/268-backhand-lightsabers/
only looked at a single screenshot from Movie duels though
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I actually see some hard seams in your screenshots, similar to what I ended up with. Hard to say until testing in game.
these are from the UV Seams Carcass is responisble for creating that nasty effect
I have found a way to fix that though using the noesis pipeline and some 3ds max "trickery" - tutorial incoming as soon as I got the pipeline for importing, editing and reexporting models to and from 3ds max down
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Cool, I'll give it a shot. If it breaks the lighting I'd be back to the same issue I was having with the Blender plugin. Fingers crossed.
look at my screenshots showing the imported alora - looks pretty fine to me
rd-rend2 (old thread)
in OpenJK
Posted
oh UK ? I thought US
UK might be around 20€