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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. tried that , have to wait for this converter to be finished or find my old max 2010 installer
  2. pass me your pk3 via pm please , I'll try to find the error and correct it for you I'll leave comments in your shader so you'll be able to find out what I changed
  3. @@Rage , for your candle Light shader you could try 3 things : a. use yiour candle shader as spriteimage for a sprite drawing shader , then apply that sprite shader to a little plane that's horizontal above the candle the sprite should then get drawn upright on top of the plane and should allways turn to face the player b.simply use FX runners for your candle flames c. (for cheap) just use 2 planes with your candlelight shader and turn the copy around 90°
  4. Use the AT-ST lreferences I posted andm odle the legs after them , then modle a basic ST head (just a box) and model your CT head using that box for scale reference I can remember drawing side and front sketches for the CT "head" myself , I'll see if I can find them but I highly doubt it
  5. //hiddenblade models/weapons2/hiddenblade/w_blade { q3map_nolightmap cull twosided { map models/weapons2/hiddenblade/w_blade blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/shortsword/env_chrome blendFunc GL_DST_COLOR GL_SRC_COLOR detail alphaGen const 0.1 tcGen environment } { map models/weapons2/hiddenblade/w_leather blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } { map models/weapons2/hiddenblade/w_blade_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }here are the used textures w_blade : w_leather : so you have to prepare yourt extures like this , my w_leather is used to cover up areas that are not supposed to shine therefore I alphamapped all areas that should shine out after preparing a copy oif your texture like this you just have to add this between your specular and ENV stage { map models/players/shadow_stormtrooper2/armor_nogloss blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //detail - remove the slashes and this text in order to make this stage detail rgbGen lightingDiffuse }
  6. proportions are f*cked check this out : and you should check this out aswell , these will help you with the general shape , proportions and detail of a generic AT-ST I Used these ref pics back when I made my AT-Walker models and jsut altered the pilotbooth and weapons for the KT and CT variants here are further pics of my old AT-CT for you
  7. I'd use overlays to cover the parts that are not supposed to shine simply create an alpha channel on a copy of your texture that's transparent in places the model is supposed to shine and put that as an alphamapped diffuse stage above the shine stage in your shader if you need an example for this check out my assassins Creed weapons pack I used this for the hidden blade I think
  8. nope never experienced that @@Archangel35757
  9. guys , it's just opening a directory o nthe site I posted and then spamming middlemousebutton to open all files in a new tab and then download ~10-20 maps over night if possible
  10. http://www.gamefront.com/files/listing/pub2/star-wars-jedi-knight-jedi-academy we better get to work... the map folders are sepperated by gamemode and then subdivided by title If we get a plan setup like this : user1 | FFA |0-9 user2 | FFA |A-J user3 | FFA |K-T and so on and the same for the other gamemodes I guess we'll be good to go who'd be willing to participate in this ?
  11. well if you get me a pic of what your current shader looks like ingame , show me your shine texture and tell me what you want to achieve I guess I can
  12. I'd sharpen those decals a little , they appear alittle blurry
  13. @@Circa it's still not be worth the effort and I dount that woudl look good in any way
  14. @@katanamaru no , that is only for the bonuding boxes (collision) as far as I know
  15. http://starwars.wikia.com/wiki/Kell_dragon shiiiiiet that is one ugly lowpoly model there , but going but those pics I have to agree , a howler skeleton just wouldn't work btw @@ChalklYne you posted a Krayt Dragon
  16. shit , are you using google translate or something ? O.o
  17. if you were doing tha tin 3ds max I guess you could try that map exporter
  18. yep , exactly that's what it prevents
  19. uhm MP compatibility is no problem at all , make him a vehicle ! a tauntaun should be suited best for that matter
  20. add RGBgen identity to the glow stage in your shader and make sure that dynamic glow is enabled
  21. well whats the problem ? show me an ingame screenshot I dont see anything that's obviously wrong with that shader I guess you got one of the filepaths wrong
  22. allright @ , lemme see your shader and I'll try to fix it up for ya or if you got nothing yet I'll try to walk you through it
  23. @@ChalklYne incase you cant get him animated and ingame pass me your model in .fbx format
  24. I was worknig at a t3 unit AGES ago I dont know If I still have the old .max scene incase I can find it i'll get it rigged , animated and converted to be usable ingame but you'll have to find someone to texture the model for you as I really dont have a. the time to b. the motivation is missing aswell Edit : I'm sorry , apearently I deleted the file the last time I cleaned up my 3ds max scenes =/
  25. Sorry , I was kinda busy and forgot about this thread , but now I'm back you got mail @
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