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AshuraDX

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Posts posted by AshuraDX

  1. 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

  2. @@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

    YlHeuZD.pngD2KLfFU.png

    IeUc0SE.png

     

    EDIT : added the wires/tubes

    jeic1wz.png

    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

    Boothand and Tempust85 like this
  3. @@Milamber, @@Scooper, @@DT85, @@Psyk0Sith:

     

    According to Rich Whitehouse, "...GLM as a format only stores vertex normals... ...by default Noesis will only write per-vertex normals." "...Everything would be converted to vertex normals [from Noesis] when targeting GLM as the concept of smoothing groups doesn't exist in the [GLM] format itself."

     

    So for now @@Milamber... use the vertex normals option. I honestly never looked into this area of the original source code-- as it didn't seem broken. @@DT85 (to my knowledge) has not had any issues with getting his models and normal maps looking proper in-game.

     

    I will look into this area of the code to see what it is doing-- and if necessary... create an option to export vertex normals respecting smoothing groups (which it could be doing already and just mis-labeled).

     

    Please post here to describe your issue, post screenshots of model and export options, etc. :winkthumb: Thanks!!!

    neither had I but I "explode" my smoothing groups before exporting , actually before rigging for Jedi Academy

  4. Did anybody write a guide on how to setup and use rend2 yet ?

    couldn't find anything on my quick search and while I'm sure there have been posts containing pieces of information all over the place

    would anybody mind writing a quick guide and post it under tutorials ?

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