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Posts posted by AshuraDX
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@@Xycaleth a Geforce GTX460 - it should actually support GL3.2
so far all maps I tested except, Rift, worked fine
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ah okay , too bad
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shoutout to some people who might be able to help here : @@eezstreet @@Xycaleth @@DT85
Rend2 is giving me some funky results :
textures/models/atst/st_m { q3map_nolightmap { map textures/models/atst/gray rgbGen vertexLit } { stage normalparallaxmap map textures/models/atst/st_n } { stage specularMap map textures/models/atst/st_s specularReflectance 0.25 gloss 0.1 } }
Ingame :
This second shader , appears to work as it should ingame but sadly it looks like the model is allways lit from the same side , as If I baked a lightmap and put that on the model
textures/models/atst/st_c { q3map_nolightmap { stage diffuseMap map textures/models/atst/gray blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { stage normalparallaxmap map textures/models/atst/st_n } { stage specularMap map textures/models/atst/st_s specularReflectance 0.25 gloss 0.1 } }
As you can see it's allways only the back side of the model that is lit , I tried r_forcesun 2 and it had absolutely no effect on the model
EDIT : the lighting issue also appears with the vanilla renderer - no clue what's going wrong here
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Wat.
https://www.dropbox.com/s/oepfv4ean8ssflk/Screenshot%202014-08-08%2003.04.03.png
Funny , happened whn I loaded the Rift ffa map in MP
any clues ? I'll provide anything you might need to troubleshoot
Exmirai likes this -
An idea that came up during my chat with @@minilogoguy18 a few minutes ago
we were able to do that on good ol' jk3files (Rest in Peace) so probably it'S something we could try
The External content thing is nice but it's not really the same
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Holy Mother of God! That's awesome :OOOOO
Can we see screenshot how does it look like in game?
I could get a static version of the mesh ingame , but you'll have to wait for mini to see the actual animated model ingame
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@@Archangel35757 - I might just do that , didn't really spend a lot of time on the frosty version
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I do it similar to crimsonstrife, start with a single quad on the bridge of the nose and extrude out the model from there, the face takes the most time, after that the torso, the rest comes quickly after that.
that's the way I usually start aswell
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Hard to tell on my cell... but looks like the Hoth variant needs more "frosting"
It has some snow and ice crystal forming around all edges and in cavitys aswell as all over the surface , the image doesn't show it too well I guess
therfiles, Setlec, Barricade24 and 2 others like this -
My work here is done , now it's @@minilogoguy18's turn to get those sweet animations done
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show me your seam , and the mesh before mirroring
probably I can help you fix it
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Possible Base replacement Skin Candidate :
Tempust85, Archangel35757, Bek and 2 others like this -
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@@Archangel35757 I'M working in dDo so the AO map is a seperate input which I can easily swap out and adjust anytime so I dont really lose any progress just need to do a new production render in dDo everytime I switch out the AO and Material map whch is a little Time Consuming
but absolutely not the end of the world
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LARGE IMAGES AHEAD
still has some issues with the AO Bake , but I got allmost everything sorted out AAAAAND I crammed the wire UV's inbetween the AT-ST Uv's so this whole thing runs on a single 2k map for now
I also have to work at the material sepperation - so far most of the bolts and plates are assigned to the same material group in dDo which I dont like , so I'll have to split the material groups further
This is, a downscaled, version of my Material map - each color belongs to a specific material
Once I'm done with this there will be various gray pieces scattered all over the orange areas here
each of these representing a bolt or small plate
minilogoguy18, Milamber, Tempust85 and 2 others like this -
Maybe a little too much yellow.
might be dDo's lighting system , HDR Image-based Lighting and I can't load custom images in there so the lighting will allways be tinted , for the next shots I'll leave the background in
EDIT : Just one of my retarded Ideas.... there's an Astromech tag for the Xwing , right ? that bolts an astromech model to the Xwing , correct ?
what if we create an ST-Pilot and set him up like an Astromech and then bolt him to the ST via the Astromech tag ?
That way we could porbably achieve what @@Archangel35757 asked for
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Fed the model and my maps to dDo , 20 minutes of messing around gave me this :
noticed major flaws in my current (probably 6th or 7th) AO bake... so back to baking AGAIN
minilogoguy18, Tempust85, Boothand and 1 other like this -
I'd call this done , running out of ideas and reference material for details
minilogoguy18 and Tempust85 like this -
yup , the new JA reborns could work pretty well I think , due to their bulky bodys , I think the generic JO reborn might be too skinny to match Skeletor
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Calling the center piece done , don't see any purpose in adding more detail as this piece is rarely seen anyway
if you don't like the wires @@minilogoguy18 let me know and I'll remove them , but I think they add nicely to the model
EDIT :
Tempust85, Barricade24, minilogoguy18 and 1 other like this -
@@minilogoguy18 , mind if I add a few 4 sided wires to the mesh ? I'll make sure that weighting them wont be too much work and they'll stay a sepperate object you can just import in your scene
skinning wires like this seriously doesn't look good . they'll total at around 8 wires some might be made as alpha mapped planes
Anyway here's the current update
EDIT : added the wires/tubes
they currently use a single 128² texture and add 248 vertices to the model , including the 2 extra wires, not seen in this image, that are attached to the pilot cabin
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Progress for today
minilogoguy18 and Circa like this
CUSTOM SKEL NPC: AT-ST
in Dark Forces II Mod
Posted
@@DT85 @@Xycaleth Thanks but sadly the Lighting problems still persists :
-normal maps don't react to dynamic lightsources (could also just not have been implemented yet)
-the model is only lit from one side , it's probably some wierd exporter issue again though but I don't know what could cause something like this
Any ideas @@Psyk0Sith ?