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Sovietskiy Partizan

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Posts posted by Sovietskiy Partizan

  1. Arca Jeth reskin for MB2. Reskinned from old cin drallig model and replacing it. 

     

    http://www.mediafire.com/file/z5c1nv2b9dbkb4b/zz_zArca_Jeth_reskin_v1.pk3

     

    AjxnliT.png

     

    https://jkhub.org/images/hmpaoqc.jpg

     https://jkhub.org/images/CeDKxgV.jpg

     

    Icon in MB2 class selection - Jedi.

    GidUJSv.jpg

     

    Made for personal use and now sharing.

    Original model composed by Tompa9 and credit goes to him. https://jkhub.org/files/file/3293-cin-drallig-a-legendary-swordsman/

  2. Since there is a lot more interest for JA overall, some of these mods can be usefull for community.
     
    MB2 :
     
    Old Republic Menu v4 (replaces all menu textures + some music) - https://mega.nz/#!EJxylZLb!KSSkR32R4OYO9INh6oF1J8NkTRomHCf6iEHG9qk2DSQ
     
    mK5Am6b.png
     

    https://jkhub.org/images/SW78o8r.jpg
     
    Improved Lightning v5https://mega.nz/#!IQAmiBrR!6M1OcNO8SfpIM1X825eVN223VV3_zSr8UtQP61SYJik  (there was old thread for this mod, but now old forum is deleted)  https://jkhub.org/images/loKpre5.jpg
     
    q8SLdbW.jpg


    Modded saber sounds (Episode 1 style. Based on other mod) - https://mega.nz/#!cAYiAb4R!XDnX_qfP5p71-rqQ5JUuXWnIt1cp9j0DA8vaFcjQLQs[/size]
     
    base JA :
    Improved Sabershttps://mega.nz/#!QUQnwQBR!VgSvTgUpz4kLonlSKhvBTuuwuulzrqPtYBvSvqYPCDs
    https://jkhub.org/images/Eab4V66.jpg
     
    Improved FXhttps://mega.nz/#!4RpnyDDa!XR693k-tFOlcxXTgyM14N-UwbhhOdbfHpYbcQE0Oi9Q
    https://jkhub.org/images/okAqhO5.png
     
    Lightside console (MB2 style) - https://mega.nz/#!UYBylZJY!T22M3RlFbkdP2sHOTrAOsDBVDO7FB8SdbobwqM9Eb1s
     
    Saber sound mod (Episode 1 style. Based on other mod) - https://mega.nz/#!dUw3gaDB!PzwmPiHSCriXCNzCDGRm-lkzMyPg_vOQ0CqLtWvi3yU

  3. should just have used Girs spec map isntead of making a new one

    I've updated archive with it  https://mega.nz/#!dAZWxJDB!vtFCzAEP28OqFPR4CQ7HqfP-H2xqzJ8kosMB-dqjol4 , but now it looks like metal object. Needs more work.

     

    cYt49Mu.jpg

     

    Also I've tried to make real normal map for model, but something is wrong with this exact model :

     

    ik2cP4L.jpg

     

     

     

    Normal map out is bad because of UVs or other problems(like subdivision) with malak model - https://soundcloud.com/sovietskiy-partizan/malaks-laugh

  4. I think it's the lack of lighting variation that's the problem. If you set r_cubeMapping 1, you'll get a wider ranger of lighting/reflections which will make the normal map more pronounced:

    https://dl.dropboxusercontent.com/u/874909/jka/shot2016-05-23_19-20-21.jpg

    P.S. your specular map is completely wrong :)

    I see. Yes it looks much better this way :] I don't know what other good options rend 2 have.

    Specular is from original. I noticed AshuraDX's texture scheme https://jkhub.org/images/BfZjGlt.png , but I didn't figured out how Specular from mudbox should connect yet.

  5. Are you using Rend2? Did you set cl_renderer to rend2?

    Yes, ofc.

     

     

     

    @@Xycaleth the grid I'm seeing there reminds me of mudbox, @@Sovietskiy Partizan I guess you loaded the model into mudbox and started painting in the bump channel and let mudbox export that as a normal map?

    Yes its exported in Max and then made in Mudbox. Bump map then made in photoshop through nvidia plug in.

     

     

     

    You use .shader for the vanilla renderer and .mtr for the rend2 renderer. Bascially, it's to make sure your model can be used with both renderers without errors.

    I see, I'll try it later.
  6. Did you create a replacement shader which makes use of the normal map?

    Ofc, I copied Ashura's one.

     

    models/players/revan/revan
    {
            cull twosided
        {
            map models/players/revan/revan
                rgbGen lightingdiffuseEntity
       alphaFunc GE128
            }
            {
                stage normalmap
                map models/players/revan/revan_bump
       normalScale 1 1
            }
            {
                stage specularmap
                map models/players/revan/revan_spec
       specularReflectance 0.5
            }
    }
  7. @@ensiform

    It saves me from rebaking which isn't hard or anything - just annoying :P!

     

    take a look at this:

    https://jkhub.org/albums/bzyoR

     

    the difference between the 2 types is the the tangent space map contains relative normal offsets that are added to the face normals of your mesh while the object space normal map completely overwrites the normal information.

     

    I can reproject the detail from the worldspace normal map into a new tangent space map for the model with no problem, but I figured asking wouldn't hurt anyone :D

    So I've made simple bump map for Almighty_Gir's Revan https://jkhub.org/images/R87aLuz.png and it looks prety flat in-game -   

    https://jkhub.org/images/6mLApPZ.png . So this effect because renderer project it this way or its because of ineffective shader code ?

  8. The project is definitely real. I read, translated the script in french and saw several things (first, the screenshots). Be patient. All will come in time, this is for soon.

     

     

    People telling me this project is more than 10 years old. You can see why we are concerned   Original mod thread started in now closed jediacademy.ru .

  9. Maybe you should release something, like demo with level 1, just to make sure this project is real. 9 years is a lot :]

     

    Может быть вы уже выпустите хоть что-нибудь, например демо с 1 уровнем, чтобы знать что это реальный проект. 9 лет это уже срок :)

    GPChannel likes this
  10. MB Janitors deleting any critics? I haven't seen anything deleted other than stupid duplicate shit that is useless to the conversation. People can be angry all they want, but when it is just insults it isn't useful. Some of the bad stuff I even quoted in several posts to respond to personally in the threads. That stuff is there still so I don't honestly know what you are on about.

     

     

     
    Obviously you don't have a friggin clue or just biased that bad.
  11. It'll be a while before it's properly useable, and at some point I want to change the rend2 shaders to something even more simpler. It seems like I'm the only person doing any work on it, and I also have my FBX converter to work on too :P

    To convert JA model for Mudbox, then draw normal map and add it to model folder and see it ingame - sounds like epic win :]

  12. Here's TFU Darth Maul head (as the player model) in OpenJK rend2 with a solid gray diffuse texture to show off normal mapping:

     

    ejk9.jpg

     

    The normal map isn't that great, but it serves its purpose here. Now to start making content with normal maps in mind.... :D

     

    Does it mean that we can start creating normal maps for existing JKA models right now ?

    Also great job.

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