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Rooxon

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Posts posted by Rooxon

  1. I know @@AshuraDX can surely give you a lot of tips on that, other than the converter smart material I use there's also a possibility to combine different PBR maps later in photoshop with different blending types (You start of with the basecolor map as your base, paste the AO map over it and set it to multiply, paste the roughness over it and set it to overlay or softlight, take the green channel of the world space normal map for top-down lightning set to multiply etc). It's also exactly what the converter smart material does but on it's own without you needing to paste all those maps one over the other so it's just a time saver.

  2. If anyone asks me, desann wouldn't stand a chance. Okay, he was the "boss" of Jedi Outcast but he never made much of an impression on me beyond that, even Tavion seemed more fired up and dangerous. He's a softy; didn't even kill Jan, he played Kyle. Jerec on the other hand, ohoho dear Jerec... He's clearly a force to be reckoned with and immensely stronger in all aspects. No-brainer answer: Jerec.

    ZeroRaven and GamerRedNeck like this
  3. @@Rooxon

     This is the way ports should work IMO. Find something we dont have the desire to model and do your best. Theres honestly no other way youre getting it in game. The polyflow and original t-pose make it seem like such a whore to position and scale so a lot of work went into this. Thats what I like to see. Bravo gentlemen. Looks nice. 

    If I am honest with you, I actually did this in maybe half an hour before going to sleep - I had prepared the models beforehand, importing all 6 into one scene then scaling them in relation to kyle's sab, assigning materials. I have a pretty good perception of how big that hilt is relative to a playermodel in JKA I believe (after doing probably over 300 weps for the game), so actually I hit the relative sizes to the playermodel on the first try. I did do a few degrees of rotation here and there, fixed the tags on the battleaxe and waraxe and re-exported, but then it was just a question of getting the "blade lengths" for the .sab file to about the size of the area where the weapon should hit, which I also wrote down on a piece of paper while testing a second time ingame. After that, I tested one final time to make sure everything is okay and it was done. :)

    ChalklYne and Daedra like this
  4. I love you Rooxon I just like to bust balls.

     

    Beautiful work, rigging and fitting were probably a whore. good job man

    Ofc Chalk, no probs and thanks for the compliment. In any case, I made and uploaded this so you can check for yourself (I also show where the counts are for those who don't know). the pic is huge so it's best to maybe save it and scroll around it to see all of them.

     

    picture:

    https://jkhub.org/images/4w2LRQZ.jpg

    Daedra likes this
  5. This will require OpenJK since I've heard that running it on the base JA causes crashes. Polycount? Download and find out. :D

     

    @@ChalklYne

     

    From Rooxon:

     

    Yes, they vary but are still well within limits, no overkill. Most of them are very lowpoly, around 1000 verts, a couple range just above 2000 and have been split accordingly. In conclusion, it *might* cause a random transformspace crash on Base JKA with people spawning in roughly 50 NPC's with the weapons, but otherwise they should be working fine, for sure on OpenJK since the limits are raised there. You can always open them up in modview and check the counts there for each of them and confirm, as the count stayed the same thanks to the models already being optimized from Skyrim. I did not edit them in any way except scaling them and equipping with tags, then test enough to make sure they work well and I had no trouble in the slightest whatsoever.

    That's in regard to the weapons, I have no clue about the armor but I'd guess it's a similar situation. Should have been optimized to the max, unless the model was edited in regards to the construction, UV map or smoothing groups - that obviously produces copy verts and raises the count. :)

    ChalklYne likes this
  6. Well, I mean, it's Luke.

     

    Everyone wants to play as the bad-ass Jedi Master.

    True, for one I'd like a game where you can play as Luke and enter that... uhm thing from the comics, that force power where he kinda uses both light and dark and is cloaked in some green smoke, get faster and stronger? So pretty much a super saiyan Luke. :D

  7. @@Xeby if you plan on releasing the mod, I'd suggest you keep the damageScale at 1 for multiplayer-friendly purposes and set the side blades damages to 0 so they don't add to the damage. If you're intending for it to be a SP version, make the damage scale whatever you want and add the line notInMP 1. But if you intend to throw it in for MP use, make sure to make it fair, MP friendly. So, main blade damage scale 1 and the side blades at 0.

    My 5 cents worth of opinion, this is probably the best answer to your question. Otherwise, I doubt there are many kids around (So 10 and under), we all tried to reason with you by being friendly, that's all. Calling people kids just because you don't agree with them doesn't seem right to me.

    Daedra, the_raven and Wasa like this
  8. Ah, okay lol. I had a feeling it was something like that. By the way, are you gonna be uploading these to the Downloads section?

    I'll release them as a mod, yeah sure. some people post stuff they do here in the topics, while it's meant for the one that requested it, I'd rather post it publicly for all other possible fans to know about.

    Droidy365 and Smoo like this
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