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Everything posted by AshuraDX
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New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
@@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 -
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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New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
pass me your images and I'll mess around with them -
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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New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
you need a proper alpha channel for your tgas white=opaque, black=transparent -
New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
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 -
New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
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 -
New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
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 -
New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
@ 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 -
New HUD for JKA (based on TFU-2) *Help*
AshuraDX replied to dark_apprentice's topic in Modding Assistance
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 -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
AshuraDX replied to Archangel35757's topic in WIPs, Teasers & Releases
I don't miss anything really, but i'll see If I can come up with something that might be worth adding -
please tell me that the final version will feature nicer arms looks great so far !
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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
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@@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 instead
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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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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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[WIP] Jetstream Sam's Murasama HF Blade
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
for those interested : Murasama Lowpoly by ashuradx on Sketchfab Murasama High Poly model by ashuradx on Sketchfab -
depending on your setup yes, if it's a sepperate layer lowering the opacity should work aswell
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[WIP] Jetstream Sam's Murasama HF Blade
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
naw not anything -
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
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[WIP] Jetstream Sam's Murasama HF Blade
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
https://jkhub.org/files/file/2030-murasama-metal-gear-rising/ 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 -
Version 1.0
2,678 downloads
Recreation of Jetstream "Minuano" Sam's High Frequency Blade from Metal Gear Rising "A notorious blade passed down through generations of the Rodrigues family. Sam had it modified into a high-frequency blade, enhancing the already astonishing properties of the original metal and giving it an ominous crimson glow. An explosive charge housed in the scabbard enables a lightning-quick draw."( Source: Metal Gear Rising - Revengeance) The sword comes in 3 versions : Murasama : Adjusted saber length to match that of the models blade, shorter reach than default Jedi Academy sabers Single Player cheat code : saber Murasama_MP1 Murasama (Base JA Length) : the same as above with a saber lenth of 40, granting you slightly longer reach than the physical blade would suggest - this makes it the exact same as a base Jedi Academy saber. Single Player cheat code : saber Murasama_MP2 Murasama (3x dmg) : Not available in the Multiplayer saber menu, only acquireable via the cheatcode in Single Player. Single Player cheat code : saber Murasama IMPORTANT! : (1): before you attempt to use any of these cheatcodes, make sure that cheats are enabled, to enable cheats enter : "helpusobi 1" OR "devmap all" (2): For those who have OpenJK with the rend2 beta installed, I've included rend2 materials Have fun with it ! Check out My other Metal Gear Rising Weapons : https://jkhub.org/files/file/2042-%7B%3F%7D/- 12 comments
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