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AshuraDX

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Posts posted by AshuraDX

  1. Maybe you could post rend2 screenshots of things you make - curious how that brick wall would look :)

    Good work!

    hmmm - difficult

    first : I'm not a mapper but that is the lesser of 2 problems here...

    second : this was once again made using a pbr workflow - so it won't translate well to legacy systems (even though I could run it through the substance file I create to convert PBR textures to Jedi Academys old renderer - but i'd have to alter that a little to work for map textures...)

     

    EDIT :

    I quickly adapted my PBR2JKA substance for map textures

    and this is the result I got after pushing the brick material through :

    6zn4tdm.png?1

    this is what it could potentially look like

    DarthValeria and Boothand like this
  2. What is this? Im know almost all Star Wars wearpons, but i don't recognize this one. And that fact is disturbing me.

    it's not a Star Wars weapon :P

     

    Hey Ashura, you're pretty hard to get hold of! I was wondering what was the current status on the Felucia map?

     

    Source: http://www.moddb.com/mods/jedi-academy-unleashed/images/felucia-map-by-theexile-wip

     

    Stated there that you have taken over that project.

    a. it's not hard to get hold of me

    b. I was making textures I didn't take over making the map and those map files are lost

    c. you jsut necro'd a topic that has been dead for 6 months with an offtopic post- you should have pm'd me

  3. if you want parts of your model to glow : create a black version of your texture and color in only the parts that should glow in the color they should glow in

     

    then add this stage to your shader file :

    models/weapons2/<yourweapondirectory>/<yourglowtexture>
    {
       .
       .
       .
       {
           map models/weapons2/<yourweapondirectory>/<yourglowtexture>
           blendFunc GL_ONE GL_ONE
           rgbGen identity
           glow
       }
    }
    

    here's an example shader from the model @zeƒilus pointed out

    models/weapons2/murasama/Murasama
    {
    	q3map_nolightmap
        {
            map models/weapons2/murasama/murasama
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/weapons2/murasama/murasama_s
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
        }
        {
            map models/weapons2/murasama/murasama_i
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen identity
        }
    }
    
    Langerd likes this
  4. I really love your work, seriously, basically everything you do ends up in my base folder :D. Keep it up!

     

    I've just got a question about that student version od 3DS Studio Max... seriously, what's the real deal about it? I mean, they couldn't verify if you were a student really so it should have some tricky licence about it. I would love to try software myself since I'm a student but it just feels... too good?

    there is no catch - you just can't do any commercial work using the student version

    but it has all features and allows you to use pretty much all plugins you are just restricted from selling your assets

    Bishwhe and Rooxon like this
  5. Once again I decided to model a hilt @@Rooxon is modeling aswell - but my version is built for practice and therefor will never make its way into JKA - it's just below 12k tris

    EFF9zuwh.png

     

    still WIP, the textures are currently just a bunch of colors combined with my bakes and a bit of noise for the roguhness to break up the highlights a little

    now it's time to take this thing into substance painter to add dirt, scratches and a bit of color variation for the materials

  6. wooooow been a while since the last post but here comes another one :
    kgIotB3l.png
    based at one of @zeƒilus concepts
     
    Texture breakdown (25% of original Resolution):
    6XAEJbO.png
    I'm starting to like Substance Painter a LOT.
     
    Also : don't ask me to convert this for Jedi Academy - it's not exactly easy to convert PBR oriented textures to a legacy diffuse/normal/specular system
    it's possible to do it quick and crappy but doing it good takes some time

     

    EDIT : found a way to convert them quickly with some substance designer experimentation :D

    4RODwvZl.png

  7. still have quite a bit of pinching going on there, lemme see your topology might have some hints what you could change to reduce it

    before going through the painful and boring process of handmoving vertices around until you recieve a clean, smooth surface

     

    or you use this material trick to get rounded hard edges, simpyl subdivide using SG's for hard edges :

    http://www.polycount.com/forum/showthread.php?t=71995

    Tempust85 likes this
  8. Speaking of ut4, after Titanic I will be saying farewell to the JKA community and moving to it permanently. In many ways that is why I HAVE to finish Titanic, it is my good bye.

    you won't do it

     

    a few weeks ago I thought I'd just stop, only stying with the community

    teaching others while moving on to newer engines - and that wasn't the first time I thought about this

    so far I allways came back after a few months

    z3filus likes this
  9. @@Aidor

    take your animation mod and rename the folder models/players/_humanoid from _humanoid in _humanoid_

     

    then get an hex-editor and open the model.glm file from the model you want custom animations for

     

    find the filepath to _humanoid.gla in there and change it from :

    models/players/_humanoid/_humanoid.gla

     

    to :

    models/players/_humanoid_/_humanoid.gla

     

    and save, now your model should load the animations from _humanoid_

    katanamaru likes this
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