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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. Your tie_fighter_wing.tga hasn o alpha channel, that's why it's not transparent post your shader again and check the cheat console ingame for any errors regarding the tie fighter textures - that mgiht reveal why the body appears as pure white
  2. @@dark_apprentice yeah sorry, I just woke up and somehow failed to count the brackets, remove that extra bracket again ^^U EDIT : about the shadows, try removing the depthWrite line in the wing shader entry EDIT 2 : I just noticedthat again the entire wing is transparent O.o would you mind sending your wing texture to me (don't upload to imgur - upload to sendspace, dropbox and link to it) I just want to check your alpha channel
  3. it's missing another } at the end of both shader entries nvm, no missing brackets did you check the console for any errors ?
  4. You have to create an alpha channel for your wing texture. This alpha channel will tell the game which parts of the model should be transparent and which parts have to be opaque this is what the alpha channel should look like in your case : Black parts of your Alpha channel will let the texture appear transparent, while white parts will set things to opaque - grayscales in between black and white are more/less transparent I made the solar panel area a very light gray here, that way it will be slightly transparent ingame - if its accompanied by the right shader - to make the solar panels more or less transparent simply make the gray color darker or brighter here's a version of your texture fitted with that alpha channel I presented you : https://dl.dropboxusercontent.com/u/35503378/TieWing_alpha.tga now onto the shader, your current shader is currently wrong - it creates transparency based on the brightness of your RGB values - while ignoring the alpha you want something like this : models/players/tie_fighter/tie_fighter_wing { { map models/players/tie_fighter/tie_fighter_wing blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse depthWrite } { map models/players/tie_fighter/tie_fighter_wing_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }
  5. that is totally doable, post your shader and your texture here it depends on the alpha channel of your texture and the shader set up
  6. @@Circa this video confirmed exactly what I read allready : No space battles ? No campaign ? 20 vs 20 Multiplayer only, without AI to fill up empty slots ?? 3 nopes - from me And just because so far only a single DLC pack has been announced that doesn't guarantee it won't become cluttered with overpriced DLC packs also : only 5 planets, without buying possible future DLC ? I'll certainly miss the diversity of the original 2 Battlefront games. They had so many different locations/planets - even though it was only a single map per planet the ability to mod the game and download additional maps for FREE to expand the game to a nearly unlimited size made it amazing, which is another thing we won't get from this new "Battlefront" from what I gathered nothing has been revealed about the class system in this game - i'd greatly prefer a number fixed classes per side as opposed to only custom classes with limitations on how many players can play a specific class which imo aids the balacning of the game a LOT simply by making the kind of bullshit I experienced during my time playing Crysis 2 MP impossible : I'll wait and see about what this game will be, maybe they manage to do something to change my mind but atm my opinion stays the same : I won't buy it
  7. it won't be all together after export but it doesn't matter too much what counts is the silhouette
  8. None, honestly maybe i'll get it from some humble store sale or humble bundle but I won't buy a star wars themed battlefield skin for that price if there are tons of DLC incoming I prefer to buy games with all content - not pay a shit ton of money for a game that has less than half the content it should have
  9. in fact this is the most efficient solution- regarding vertex count you could also have the cylinder clip through just make sure that any poly/face of the cylinder that you'll never see ingame is deleted think of it like this : everything you'd caulk when mapping should be deleted in a model for JKA
  10. They give mod authors a "pay what you want " option isntead of a fixed price aswell , which is pretty much asking for donations @@Botdra I may go ahead and enable that option for one of my skyrim mods and see what happens
  11. right click save is what you'd have to do in this case
  12. This dude looks so ridiculous, a poor attempt at creating a cool villain
  13. Here's a gift for ya, a gift that might help you understand substance designer a bit better https://dl.dropboxusercontent.com/u/35503378/Mouth_detail.sbs
  14. like this a tiny bit of modeling knowdledge would prevent you kids from running into these "dead ends" over and over again this is exactly what I adressed during my rant over at that suggestion thread regarding a Frankenstein contest
  15. going by that Kyle is 1.80 m tall, and the AT-ST is about 4x as tall as kyle in Modivew which would end up at 7.2 m and the AT-ST should be at 8.6m according to wookiepedia the scale factor should be ~1.2
  16. The Copper Sign - Katia Fox
  17. message me on skype when you get to texturing @@DT85 I'll show you a trick or 2
  18. Ultimate Academy ? doesn't sound familiar in any way I'd say JA+, Movie battles 2, Lugor mod and Movie Duels 2 (Single Player mod)
  19. https://www.youtube.com/watch?v=o0u4M6vppCI
  20. Indeed - since frankensteining became absolutely effort less we have been flooded with these "creations" Rant ahead
  21. I don't know wether yo usaid you were done with her back or not but take a look at this when oyu get to texturing her back - atm it's just not right regarding shapes check these out : https://www.anatomy4sculptors.com/anatomy.php?menu=184&sub=186
  22. https://www.youtube.com/watch?v=EpR4X5ORlSY
  23. Welcome regarding mapping tutorials, have you checked otu our tutorials section yet ? http://jkhub.org/tutorials/category/11-mapping/
  24. keep it as part of the hip - don't cut the pouch in half by the way - if you don't mind pushing a few vertices around in her face, try reshaping her eyes to be a little more rounded, as seen here : or this sculpt someone made : looking at her arms you'll probably want to add a little more modeled detail to her bracers, seeing that they are not skin tight in the series
  25. just end it here and there will be no need for cleaning - no need to derail the topic with an endless debate
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