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Everything posted by Rooxon
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Alora's hilts: There's a total of 2 mistakes on these two models. First, two UV map errors came through or rather, two circles I forgot to map separately, seems I repositioned them to have no map at all. Second, I'm thinking about adding an emitter inside the upper part, it looks dull without one. Or rather, as a toy And of course, this is just the base map + some scratches, dust and a noise overlay, to make it seem more realistic. There's still certain small details missing, like the shining light on the buttons, the text and so on. One more hour or so and I'll be done, I'm going to keep you posted, as always.
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We'll see how it turns out when finished. Right now, I think I'm gonna leave it like it is. If nothing else, I'm gonna do such a version simply with alpha channels just for you zefilus, so you can have your own unique hilt in your base.
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It's a bit of additional work for me to create the right poly shapes around the inner circle, deleting them and making it "transparent"... And the smoothing might look ugly, I wouldn't go into that. But I could try a trick later on with shaders, I might still get it to work!
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Alora's dual hilts: And the Veteran is also starting to take shape, keeping it very low poly for now, I'm gonna make the hilt look nicer after I finish all basic parts and calculate the vertices a bit: EDIT: Well this is the shape I'm gonna go with. I've made some rendered pictures, to show you all the smooth surfaces better. In addition to what you see on the previous picture, it's now a tad longer, a few more details are modeled in, I've fixed some smoothing group problems and resized certain parts of the model to make it look realistic. Now it isn't exactly as the drawn design, but a realistic version of the hilt: Now, just FYI, I've finished these three models and from this point onwards, I'm gonna leave the Veteran for some time and focus on Alora's, Tavion's, Rosh's and the training saber hilts. After that I need to fix Katarn's hilt so much, I'm probably gonna do it from scratch (the same applies to Luke's saber). The sith weapons are fine I think, I'll just need to work on their textures a bit more, maybe do completely new ones. I don't know, but the point is, I'm now working on finalizing the Misc Sabers pack, as I got enough information and feedback on all those hilts to know what yet needs to be done. After that it's the singles (hopefully @ manages to finish yet 5 more single hilt designs by then). There's one more concept I've decided to work on for the Dual Sabers Pack, and that's an Arbiter look-alike. I'm probably gonna temper with the colors a bit, because the design might not look appealing at first to some people. Anyway, here it is, I give you the masculine version of the Arbiter, The Arbitrator (dual_7):
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Allright, in any case, I will use this thread for any future questions I may have regarding mod creations for Rend2.
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That's exactly what I needed, the .dll and the shaders explanation. I'll check everything else in the readme. Thank you very much for your help, all of you!
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Sorry for double posting, but it's quite another matter what I've noticed; I went to scp_chaos1's profile site. In spanish, he's telling people he looks for a modeler, a shader-file maker and a group of mappers to help him finish his project. Oh, and that he doesn't want any offensive comments regarding his work. If he's asking for this, he probably already got some, so let's save him the trouble here, guys. Let's support him, at least I will. If you need help with the shaders or models, I could do something but I'm very busy cocnerning projects these days.
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@@scp_chaos1 @ @@mrwonko correct me if I'm wrong, but I think we've got a little somewhat capable dreamer here. I don't think he tried to search for a mod with his description, but rather explained what he's doing. Yes, his english is very poor, but still understandable. Basically, he's telling us about his work. Advances mod, some kind of FPS total conversion mod, as I understand it. Then he speaks about 15 features he wants to bring us, see those parts where he says "... if you put in the bar tricks and put npc spawn..."? With "If you put in the bar tricks and put" he probably meant "If you open up the console and type". Then everything is quite understandable now that we know he's telling us his plan, but then we come to point number 8. "Renplasa is first weapon but second is semi automatic" made me a bit confused at first, but renplasa was probably meant to be written as "Replacement" and an uzi gun is full automatic as far as I know, so it'll probably replace the blaster rifle. After that I understand pretty much everything left, I'm just totaly in the dark concerning the last point. He probably wanted to tell us that the final boss will be himself made specially for the mod or something like that. I deducted also this is a bit messed up mod, combined with too many unrelated things (like the Flutter horse "easter egg") and is probably Advanced Warfare inspired. But to be perfectly honest, I actually like the idea around this somewhat. He does seem capable, I think he's working alone and to do that for such a big scaled TC, you GOTTA be capable. Very capable, but we'll see how it's going to turn out! I like the sound of 7 different campaigns and 5 secret levels per campaign! I'll be checking this thread from now on. If you need me again, just tag me to the issue like you did now and I'll try to deduce whatever I can as many times as you need.
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Yes, of course I did not have much of an idea where I schould place it. Or how. Did you fix it yourself or schould I do it? Because I'll try to place the very same tag for other hilts in the same position too. And once I have this position figured out, I can go equip my packs with holster rings.
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[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
Hmm well maybe you could probably recreate it a bit differently, as JKA has it's limits... but I'm not sure it would work. -
I think I asked this before, though I can't find the conversation/topic. Where can I download a rend2 beta to test out? I remember I was playing with it once already, I think. Also I'm interested in what shader options I have as a mod maker regarding weapons and how to utilize them in rend2, but I can talk about this with people on Skype.
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Version 1.0
546 downloads
I bring you a strong weapon, a saber hilt from the game Castlevania: Curse of Darkness for PS2. It comes with special custom shaders, so the model is worth looking at up close THE MOST! Special stats: - 2x parry bonus - 2x lock bonus - 2x damage scale - return spinning damage (after saber throw) It also comes with MP support. For SP, open up your console, enable cheats with either "helpusobi 1" or "devmapall", then type "saber lasersw" and it schould appear in your capable hands. I would also like to mention I searched for reference pictures of this hilt and didn't find any whatsoever. If anyone wishes to use my model for their own work/projects, send me a message via PM. I will probably allow you to use it anyway, but message me anyway, because I've drawn my own concepts and if you wish to try modeling it yourself, I'm ready to share those with you! Enjoy! -
[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
In JKA Shader files, it's pretty easy to wrap a texture around any other texture and make it animated and stuff like that (especially with ShaderEd), but I'm not really sure what exactly you wish to do (probably one of those bad moments where I don't understand everything, not being an english native speaker). And I'm also not sure that all shader options would work with HUD elements, I have never yet tried it out. But it'd be cool to make the life/force/ammo bars glow or something -
- 14 comments
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- npc support
- custom sounds
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[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
@@Angel Soul you still need shader help? I can help you out, if you need anything. -
@@therfiles well why would it be too late? Most of the time, things get done "too late" because people think it's so, not because it actually is. Where there's will, there's also possibility. I also think new hud elements or more options would be great! Just think about how cool a lifebar would look like, that would drain part by part, like, for each and every point of health a single bit. Not this 4-part bar that's the only possibility now. Hand on my heart, it looks awfull and one of the biggest flaws in JKA is the HUD.
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No no, let me help you get it running, because it's possible already now. Tell me what EXACTLY is the problem. Look, for example, my specs: Gigabyte 980 GTX 4gb Overclocked I7 4790K 4.2 GHz Overclocked RAM DDR3 16GB PC1600 Kingston HyperX SSD HyperX 3K 120GB My old, 11-year old computer got burned down in a thunderstorm, so I had a perfect chance to upgrade from a mid-end comp to a very high-end one. I run AC:U everything on MAX with the 1.4 patch without a single problem. A lot of things got already fixed! Before, unpatched, I also had a bit less then 20fps and a lot of crashing/save problems. But I learned a bunch of tricks you can try, so let me just help you. If it's the fps you're worrying about, just try what I told you. Reloaded, all patches from them, and apply patch after patch in the correct order. But you said it doesn't help you? Well how come, what's still the issue? EDIT: allright, I've got an idea. I think your computer is still just too weak to run the game. Look at the minimum requirements: CPU: Core i5-2500K 3.3GHz/Phenom II X4 940 GPU: GeForce GTX 680/Radeon HD 7970 RAM: 6 GB Now take a look at the recommended specs: CPU:Core i7-3770 4-Core 3.4GHz/FX-8350 GPU:GeForce GTX 780/Radeon R9 290X RAM:8 GB You're running on 750, which is A LOT weaker than the minimum requirement. I'd expect to run it smoothly with everything on low or medium, looking at the way the graphics are made.. Needless to say, this is the first game in long years to really challenges all these new computer parts out there. It's like when Crysis came out as the first DX10 game and all possible parts to buy at the time were too weak to run it perfectly smoothly. I've upgraded to the best possible parts I could get at this time and still Unity brings a bit of lag for a moment here and there. So in theory, possibly it's not just badly optimized but most people probably don't realize that it's a really next-gen made game and so must the computers running it be.
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Zefilus, I just told you a bunch of usefull stuff that comes in handy, concerning running the game and to run it smoothly... That's pretty much all you can do at this point, anyway. Download another version and patch it to the latest patch!
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hahahah hilarious, exactly like in Crysis 2 But must be fun!
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Or at least special saber properties, like a light saber would be able to do return damage, a little bit faster but, like, 80% of damage output. Or certain things like that would be cool and I'm sure these are possible.
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Moving on, the work has just about started to be fun. Now that I've released the first versions of my saber packs, it's time to change my priorities a little bit - I'll start working on the weapons for The Dark Pastime mod, which will require a lot of concept working and talk with the team, so I'm practicing a little bit drawing the weapons. First off, I'll show you two hilts (to the left) which are somewhat my own hilts, if I were a jedi and use any. To the right, it's a concept of The Laser Sword from Castlevania, which is a mod request by Angel Soul. I will be updating these released packs more as side-work now for a brief amount of time. There's tons of work I promised to do for others and it's time I live up to my word. @@Circa, I was thinking about adding holster rings to all my weapons, equiped with the tag_holsterorigin. I'll be working on new models for the first two packs and I've got the finished Dual pack already in max, so it's not a lot of additional work. I just need to hear that I schould go on and do it.
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Take a look at the originals - this time I didn't change much from their respective original looks. A few things previously only on texture are now modeled, there's not more buttons than there schould be. If you come across any bugs, please reply about them here in the comments. I'll fix them by the next release.
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Yes but Omicron made me remember something important; not everyone would like the curved version. The final versions of my packs are gonna have a lot additional hilts to choose from and some extras, like the curved version for the Champion, a few reskins done by me probably to make the hilts more to my liking and such things. I'm gonna concentrate really hard to make this project come to light in the best possible way. Anyway, Merry Christmas to you all! Have fun with the pack!
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@@Serenity937 that's pretty much what I wanted to see and it looks great. But maybe it could be a little bit smaller.. like 75% of it's size right now. Or possibly 70%.