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AshuraDX

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Posts posted by AshuraDX

  1. 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
  2. I usually prefer to do real sculpts instead. Painting is better suited for surface details.

    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 ass
  3. @@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 TGAs

     

    did 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

  4. 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

  5. @@DT85 the scaling is no problem at all - just don't scale the model on conversion from FBX to GLM !

    simply alter this :

    -scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
    
    

    to this :

    -scale 1.0 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
    
    

    that should do the trick

     

    otherwise the scale command should also be possible to use when converting glm to fbx making

    my current option setup :

    -scale 1.5625 -rotate 90 0 0
    

    I'll try to find a command that fixes bone orientation - if reexporting and converting to glm does not work with the skewed skeleton

     

    about weighting caps - that's what I was doing from the very beginning :P

     

    EDIT :

    got a close to correct hierarchy and correct scale using these commands :

    -scale 1.5625 -rotate 90 0 0 -hiefrombones
    

    also think I may have found a fix for the skewed bone pivots... if they are all skewed the same

     

    EDIT 2 :

    imported the fbx into your max skeleton @@DT85 oddly the model is still very small - way to small even though the scale parameter was set correctly

     

    EDIT 3 :

    -scale 3.953 -rotate 90 0 0 
    

    model scale is now correct (according to your max8 skeleton)

    bones are still a friggin mess but somehow the mesh hierarchy looks correct now

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