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Posts posted by AshuraDX
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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 -
@ dark_apprentice I dont really understand what you want, do you want to move the entire hud to the left or something else ?
probably you could attach a screenshot and paint over it
dark_apprentice likes this -
you'll have to add your own saber style images to overwrite his old ones , I'd suggest maybe coloring the Jedi Knight logo saber in the matching color
your suggestion would be possible aswell , just rotate the saber on your images and it should work
dark_apprentice and therfiles like this -
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I don't miss anything really, but i'll see If I can come up with something that might be worth adding
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a little blurry , maybe a bit more definition then they should be fine
EDIT :
I also just noticed that the coloring of the hands does not match the body at all , yellow highlights and way to saturated shadows instead of pale blue highlights and shadows
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ah okay, then nvm the 500 vertices
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the topology should work out for such an old game , anyway to answer your other question , there is not much deformation happening at the upper half of his heads backside so don't worry about those triangles , you might want it to match the neck of the base JKA models
I don't know how many sides it has to be right now though , just import your retopoed mesh into 3ds max
import a base JA model and then scale and target weld as required also : try to get that head under 500 vertices otherwise it wont shade correctly ingame - sadly
Boothand likes this -
@@Barricade24 okay, I tried to record something for you to support my descriptions, notice that I do not have the same amount of muscle mass one would expect from skeletor but I hope my biceps is defined enough( and that the lighting isn't too crappy) that I can use my own arm for explanation as it's kinda hard to find fitting pictures
https://www.youtube.com/watch?v=9KNKgYxvZGc
let's hope this helps, if it doesn't I made myself look like an idiot for no reason and will do a paintover insteadBarricade24 and Boothand like this -
Great Work ! so far
I have one further suggestion though - lower the definition of his biceps lower end , and stretch it out to reach allmost down to his elbow
I could probably provide some pics to further illustrate what I'm saying, if you need them
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If you could use entirely open-source and free license software to produce the in-game results, that would effectively skip this last step of potential controversy.
that's not impossible actually, any kind of vehicle or creature that utilises a custom skeleton with custom animations and was exported via MrWonko's blender plugin should fall into that category, as long as the other prerequisites are met
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for those interested :
Murasama Lowpoly by ashuradx on Sketchfab
Murasama High Poly model by ashuradx on Sketchfab
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depending on your setup yes, if it's a sepperate layer lowering the opacity should work aswell
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naw not anything
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some suggestions :
reduce the intensity of that cloth pattern overlay
add some red & brown stains to the hood
probably reduce the darker shades of blue/gray around his biceps , the model doesn't really allow for painting muslce on and if you try then keep the shading subtle, otherwise it'll just look off
his biceps also looks flexed , paint it in a more relaxed position to ensure that it will look good during most animations the character will go through
Barricade24 likes this -
released, last mod in the row for now, school coming back up wednesday so mods will take a while longer to complete from now on again
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yup, I only have the regular HF, the wooden and the Fix Blade in MGR sofar so I can't take screenshots as reference material for the other high Frequency blades, like the armorbreaker or the stun bladeYou made THIS in 12 hours?
Okay, it's "just" a sword (Hight Frequenzy Blade to be exact), but the details are just f***ing amazing.
Are you planning to make more of these things, like the Fox Blade?
but I plan to create those I have, except the wooden sword
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wierd Steam overlay glitch
in OpenJK
Posted
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