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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. so you want to render only the white parts of the first texture with the alpha channel of the second texture?
  2. Here's my entry: An Idea I had for a while, I made a hologram shader that doesn't require any non-base textures as a proof of concept. This entire appeareance is based on a few lines of text in a .skin file and a .shader file, no changes to the model or the textures were made! spawncode: npc spawn kyle_holo playermodel kyle_holo https://www.dropbox.com/s/5nlx4w0qznnmvix/holo_test.pk3?dl=0
  3. I am not aware of such a requirement, but I may have simply forgotten about it ^^U
  4. *cough* model and texture a neck to match... *cough* What?
  5. yes, but without the animations and as said - I'm updating the model
  6. Nobody can. Because it's a hardcoded effect. And if you plugged your monitor into the mainbords video output instead of the GPU output on that other PC then that PC would have used the internal Graphics device, which may also not support this effect. Or it could boil down to a driver issue, which you could check by updating the video drivers on both PCs.
  7. It's most likely an issue with the Intel HD Graphics.
  8. so this is base JASP?
  9. @@Daedra have you checked for conflicting mods? Could also be a driver issue.
  10. I'd suggest wiping your config files, you seem to be having multiple of these kinds of issues.
  11. I smell an Update! I'll also update the model slightly, mostly shrink down the massively oversized Helmet
  12. How old is your PC? @@Omega Blender runs on @@Asgarath83 PC from around 2003.
  13. should also blend the forearms for twist motions
  14. But that is not a fault of the engine. It's a freely accessible Engine for everyone. Of course you will have people with less experience using it or not as easy access to high quality assets. https://youtu.be/Vh9msqaoJZw https://youtu.be/J3ue35ago3Y Lots of games that people make on UE4 are also highly stylized, which can be a cartoonish style.
  15. @the_raven "terrible" UE? What's so terrible about it in your opinion?
  16. seems like I don't have it anymore :/ I once gave the skull from that model to Barricade for his Skeletor skin
  17. I'll tty to dig it up, but it's rather old and I can do far better nowadays. It think it is from around 2012ish
  18. I like this Idea, I actually have a partially done Skeletpn model for JKA somewhere in my "old abandoned projects" folder
  19. Nowhere. This is another request thread.
  20. the humanoid character models for this game use a shared animations file, _humanoid.gla. This is the file that you need to extract alongside the model.glm of whichever model you want to edit.
  21. Huh, the same just happened to me - also after a driver update.
  22. @the_raven Recreating should be fine, if you make a new Design based on them. Straight up porting someone elses work over can piss people off.
  23. @@PreFXDesigns Right, but only when a "}" is missing.
  24. @@PreFXDesigns WTF How did you manage to fuck up your main Menu while editing the .shader file for your saber? Did you replace / with \ in ALL shader files in your basefolder?
  25. I took a look at it, but before I hand out the solution: I often browse this page from my phone and can't really troubleshoot pk3 files on the go, especially with shaders or other text based files that cause you trouble you could just post them here in spoiler and code tags. That way whoever is going to try and help you solve your problem can just look right at what's causing the problem. A more detailed description of the problem would have been great aswell, because I had no clue what to expect when I downloaded and dropped the file in my basefolder. It could have been anything from "the shader does nothing" to "It doesn't look as I wanted it to". Knowing what type of problem you're looking for can be a tremendous help. Anyway, now onto fixing the issue: The guy that made this hilt model for you used \ instead of / when specifieing the shaderpaths for the model, because of this the game doesn't find your shader for that texturepath. So the shaderpath in your .shader file was: models/weapons2/saber_pre/prehilt While the .md3 file is looking for: models\weapons2\saber_pre\prehilt In theory this shouldn't cause any issues but for some reason it does in games absed on this engine, I guess it was an oversight during coding. The fix is to just replace / with \ in your .shader file, like so:
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