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Posts posted by AshuraDX
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your last idea will def require a code mod
Tempust85 likes this -
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for some reason I can not embed it, says I'm not allowed to use that image extension which is strange as I think I embedded .jpg images here before...
Bek, minilogoguy18 and Boothand like this -
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will work aswell , another option would be an exchangeable floor.jpg in the modview folder, just as it's done for EffectsED or you could leave options :
grid, "solid color floor" and "load floor texture"
Omicron and Archangel35757 like this -
Good to see you back on board mate
take your time, RL is allways more important so get that stuff done and find your peace by modding during the breaks, that's what I do
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Bek likes this
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Mac/linux ?Wish my computer could handle this kind of 3D modeling program.
otherwise I don't see any impediments atm - this scene is not high poly at all
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I see, so I guess that means you're kinda allready at it
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nice !
sorry If you allready answered that question : what about realtime shaders ?
letting us preview our JKA shaders in modview would be awesome but I don't know if that's possible at all without rewriting the whole renderer in Modview
Archangel35757 likes this -
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Yes, I do most frequently the animation controls and texture reload buttons
Archangel35757, Mandalorian and Omicron like this -
continueing what I started with my Murasama, here comes Raidens High Frequency blade from Metal Gear Rising
still have to add all of the detail plating to the handle until I can call this lowpoly version done
Bek likes this -
But reskinning a Reborn to make it look like the Jedi Hunter is just...eh...
at least he tried
the model certainly isn't perfect
Major_Tom likes this -
a wireframe overlay pic taken from blender would actually be a lot nicer @@Mandalorian
sry , I should have expressed myself clearer
but as far as I can tell from that pic you could save a few faces at the rifles stock
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Well looks like i'm late to the Party
first model you say ? not bad !
but as you know me I'm, quite itnerested in seeing a wireframe overlay, to give you some suggestions to improve your models performance ingame
[sharedmedia=tutorials:tutorials:177] take a look at this and give these a shot each saved face is a surface less the game has to render and thereby beneficial to performancewhen I started I did not know a lot about this stuff and really didn't give a shit, which is why I've started to remake some of my older modelsyou don't have to follow my advice but I think you might benefit from thisEDIT : you should also look into smoothing/shading breaks in blenderthey'll help you define hard edges -
@@dark_apprentice , which program do you use to edit the images ? Photoshop ?
the alpha channels had to be edited and I'd prefer teaching you how you can do it yourself rather than just giving you the fixed files
you should also remove the Jedi Knight logo saber from your hudleft & hudright images to avoid any wierd issues
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it works fine in all games , even in base JA but OJK freaks out whenever I run it via steam and the steam overlay pops up , I'll probably record my screen with a camera as I can't screenshot it
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pass me your images and I'll mess around with them
dark_apprentice likes this -
I recently noticed a wierd issue with the steam overlay :
basically everytime my steam overlay pops up in OJK everything becomes highly contrasted, darkened, glowy/bloomy and partly desaturated
it just looks VERY strange
I've tried to screenshot it but without success so far
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you need a proper alpha channel for your tgas
white=opaque, black=transparent
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x1 & y1 should deal with the position while x2 and y2 describe how far the image extends from the position defined by x1 & y1
but @@therfiles knows way more about that stuff and might have to correct me here
therfiles and dark_apprentice like this -
If I'm not mistaking it should be placed correctly
just try it for now if it doesn't you'll have to alter the "rect x1 y1 x2 y2" in the .menu file
I think some time ago somebody was working on programming a visual editor for .menu files, don't know what happened to that guy and his project though
dark_apprentice likes this -
it does not need to move at all , the game will just exchange the images whenever you change your saber style
just as it does for the default menu , the only thing you will have to do now is replace the filepaths in your ui file
dark_apprentice likes this
My first model.
in WIPs, Teasers & Releases
Posted
the UV's could still be improved, give this a shot :
apply a checkerboard texture to the model while UV mapping, then try to keep everything in evensized squares,
otherwise you'll get blurry/stretched textures on some places and extremely crisp textures on other parts
just compare your barrel with the back of the gun and you'll see what I mean, the checker texture helps to avoid issues like this