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Everything posted by Rooxon
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Moving on. I'm satisfied for the time being with my skills, I've got the programs to work correctly, here's the Vindicator (dual 3) hilt, or rather, it's single counterpart in the very first stages of giving it texture, particularly the base: The Vindicator dual/single counterpart hilt: The Champion single counterpart hilt: I've also solved the problem I had with porting to gmax - I use milkshape3D now But I actually did solve the gmax problem; MD3View seemed to use another old .skin file WITH the new one for some reason, which caused my strange errors. Keep in mind that the .skin file was modified into a new one so I don't really get where the program could even read the data from the old one from... anyhow, I used saber_w.md3 as the name for the md3 before and after I exported the new model I overwrote it, which I schould not have done. This problem wouldn't surface if I'd have DELETED the old .md3 file and the old .skin file beforehand from the directory. I did that, created a new skin file, exported once again and the problem didn't occur, for anyone who would get the same error as me. @, any progress on the concepts? I've got 2 more hilts to finish texturing, one more to create and I'm done with this pack. I'll keep you posted on the progress! Vindicator's finished more or less, just some details missing on the emitter: I have to ask - do you like the fact that I've made certain parts darker on the hilt? I just thought it could use a little change, so I haven't done anything too big. Also, don't worry about the details, I've gotta fix one face in the UV Mapping that got messed up, to correctly draw on the missing details later.
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@@Angel Soul Thank you very much! 7 years of self-sufficient work is slowly paying out. I've been working for my own money since I was 16 and now I'm finally at a point, where I'm seeing faults in leading it on my own and many other things, that's the main reason why I decided we need a makeover. I'll do that and I'll also take your idea into account and add a small bag of flour up above the words. I'll post the pic when I finish it.
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@ No, of course she wouldn't put feathers onto the hilt I don't like putting "soft" things on them at all, as JKA just doesn't offer any way to make it seem real. It'd be nice if I could, say, animate the hilt to have a bit weaving feathers or a piece of cloth, make it seem like there's a light breeze. But it's not possible, that's why I tend to go around such things when creating hilts. Well then I'll probably go with the posted designs on the previous sites, but listen out what I'm going to write below. Still, @@Omicron is right; Teachings in SW Universe are passed to others, but people tend to then transform the knowledge to fit their own personal fighting style best. At least that's how it seemed to me while watching the movies, so let's take that into account. Every selfconscious, strong willed Jedi / Sith who's been traditionally taught alone by his Master will probably have it's own Lightsaber. With regards to that, we've made a good list of people needing them; Alora, Tavion and Rosh. I believe Rosh wasn't much more than a pawn to Tavion, but he's been an important student for Kyle, so... I would like to do it like this: Rosh needs 2 different saber hilt designs with little visual difference between them; I imagine a hilt with a small square glass window, which presents the inside of a small "room" in the hilt, the color focusing crystal and one hilt will simply be equipped with a blue one, one with a red one. Alora's designs are somewhat allright and cool, I guess. But now we come to Tavion. The design you posted @ze[/size][/font]ƒilus is quite allright, it's just that I can't see Tavion use it for some reason; You know how she uses a saber and the scepter, right? At some point I thought, she's probably best at dual-wielding and it would be logical why Alora chose to switch to dual-wielding. What's more, she must have learnt more about saber fighting herself, too in the time between JKO and JKA. So I thought about giving her a saber, which she would use WITH the Sith sword at the end of the game, if the light path was chosen. At least the final battle would be a bit more of a challenge then, but nevermind that; Just ask yourself, can you see her using a hilt like that? I think she needs something that looks more customized. I know I said I loved the design before, I still do, it's just this thoughts are going through my head a lot. I can try to come up with some more detailed explanations, if you need, but in short, I mean to further evolve her design to make it seem a little bit more complex and WAY MORE customized. To me it just looks like a silver tube, equipped with black-tube like parts to cover it's insides and voila.. here we go... Don't worry about the stinger, though; It's the one hilt I'm gonna keep the model for the finalized version of my packs, it just needs a major retexturing. Or maybe even a completely new texture, as I've been kinda toying around before, giving it some red/white specular reflection and things bwahah also that hideous overlay metal picture, right now I'm doing the scratches and dirt completely on my own, I'm not using other pictures as reference or for tricks like that anymore.
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@@Angel Soul Well, first off thank you! Partly my goal is to create a more or less simple, but unique logo. That's why I went ahead and drawn the letters myself and the wheat up above.. You really think something's missing up there in the other corner? I thought it was allright with just the wheat in the upper left... hmm I need to make good decisions, as this is quite a serious task I've taken up.
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@ How are the designs, any news?
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@@Archangel35757 Allright, then I'll just trust your judgement It's just my own opinion, anyway. Are you going to make the body also or just the head?
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Take a look at your last post on the 3rd site @@Archangel35757 and read this list, you may forever wish me damnation if I'm not right: 1. Make the eyes 10% bigger (not eyebrows, they'd need 5% scaling at the most to be perfect to the reference) 2. Make the nose bridge 10-15% wider 3. Change the center lip line to a more horizontal one (imagine with animations, she'll look sad all the time if you don't) 4. Shorten the lowest ear area by about 30%... I can make a quick photoshop pic if you want 5. Also, if I wanted to make it look like the reference, I'd slim the upper part of the ear a little bit down. This one is completely unimportant Just those little things to make it look more like the reference pic. I know what you said about scaling it, but still I hope you'll take my advice. I don't mean to criticize, like saying it's not good. Gosh, you're a really good model maker, it's just my own opinion, but it's based on my knowledge/experience from the art of drawing things and the 12 years I've been doing mods for various games.
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Well the topic title says it pretty much in short, I've got lots of computer work at home to do right now, going from completely remaking an order-receipt system in Office Excel, a bit of refreshing new graphics on the stickers and our signs and all, so I've gone ahead and drawn something like this for our new Logotype picture: (mouse and keyboard work only) Uhm, don't mind what these words written above mean, basically it's "Bakery Petovar". I'm interested in what you think, professionals and from everybody else too! I've made it through brush and shape tool work, a bit of text I used just for the borders and drawn the letters on my own over them (4 hours of correcting, duhh) and a little bit of overlay gradient, for now. I mean to color it, but this might need some additional drawing corrections, and it's gonna take a bit more work. For now, it's allright because I need a B&W version separately for use on the new receipt sheets, anyway. FYI I have to work on this rather than mods right now. It's depressing, even though I haven't got much free time for the computer most times.
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Sure, but I'd still move them just a LITTLE bit lower, it's allright, because we can't see yet how it will actually look with modeled hair. Maybe you'll do that at the end when you do the final touches to the model, or maybe you really won't need to and it will look splendid! Still, zefilus has given me some thought, there's some truth in what he said, also.
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Schouldn't the eyes be more in the centre of the face? dunno, it's just what I've been taught in drawing class. Other than that, it looks really great so far!
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character HUMANOID SKEL PLAYER: Kyle Katarn
Rooxon replied to Tempust85's topic in Dark Forces II Mod
@@Psyk0Sith you're also still around? Remember me from the old days, back in 2004/05? I was quite active on JK3files but under different names. My last one, which I had for 3 years, was master_rookus But it's true, I'm already playing with the Luke model, that looks exactly like him from the movies. Kyle is in a big need of a remake. And right after him, ROSH everybody. Is there any Rosh remodeling going on? Else I could take a try at it. -
@@Archangel35757 Hm, you're right! You remember when I told you I'm gonna keep this as a second option if need ever arises? Now it's happened and I totaly forgot I have max7... But no matter, one more thing I noticed was that this hilt had it's vertcount quite high, the single model was out of 7 parts and the staff 16, the first two hilts were about a third lower in both aspects. Could this be the cause? I just want to resolve this somehow, It's depressing it started making problems now, when it worked already fine for the first two... I will also try to uninstall 3dsmax2012 and installing it again, equiping it with the same plugins and do another run at the exporting. It's just funny that in 3dsmax2012 everything seems fine, as does in md3view. The problem appears in ModView and crashes the game if I try to load the model. EDIT: Now I'm really confused. I didn't go to the staff counterpart of the Vindicator because of the problems, but I just tried to export it. NO ERRORS. And it was made FROM the single hilt, so now I'm lost even more. Happy it worked this time, though... I'll try to do the routine backwards, delete parts of the staff to make it a single hilt, then try to export it, hopefully it works also.
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Well I sure hope so, I know him from my old days or... well I've come across Chalk at some point in the past, I'm sure of that. And if nothing else, I'd love to see an Unleashed TC for JKA, I remember many tried and noone came through with it, mostly because of the force power restrictions. Or well first hand actually finishing at least the storyline or something. Yes, motivation was the main issue before, which I'm sure is not the case with Chalk.
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Guys I'm losing my nerves, I NEED HELP! @@Circa @@eezstreet @@Archangel35757 So the thing is, something is either really messed up with the exporter or I don't know what else. It happened to me when I exported the Vindicator Single hilt, and here's the deal; the UV Map of two parts of the saber get totally messed up, even though they're TOTALY FINE IN MD3 VIEW and 3DS MAX! I repeat, the textures show TOTALY FINE! But there's more, as soon as I open the GLM file, ModView states some surfaces aren't there, which aren't defined in the skin file at all! I tripple-checked the skin file for any spelling errors or such, but I didn't do them. I checked small/big letters for parts of the model, also, they're correct. For your information, the additional "surfaces" that appear in the error messages are basically parts of the saber with a 01 or 02 at the end. Here's the list of things I tried to do up until now: - Tried with another model, the problem persists even in those, which were previously exported just fine! - Tried reworking a simple hilt and exported, the problem persists. But it did not when I tried porting the model to gmax, smooth and UVmap it there and than exported it as an MD3, allthough the game crashes with this model - Tried the problematic model in-game with one result each time the model would need to load up: CRASH - Asked others for help, they had totaly no clue as to why this is happening. So I'm thinking, the problem could lie in the model itself, which I doubt very much as the problems continue even with previously fine exported models, or either in the MD3 exporter and maybe some of my other softwares causing it to do that. I don't know. I'm totally in the dark, I could've finished the last pack by now if this wasn't happening... If it matters, I'm using Windows 8.1 Pro build 9600 student version. In the mean time, I'm gonna try recreating the hilt a third time, this time trying to port it to gmax for smoothing and UVW Mapping before exporting it.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Rooxon replied to Tempust85's topic in Dark Forces II Mod
Looks stunning, to me at least. And from the looks of it it's gonna be a hell of a revolutionary model. there's only one thing that bugs me a little bit when I looked at the pic on the previous site. Isn't the face just a little bit too small in comparison to the whole head? I know you've already fixed it, it's just.. well in the real world, i'd be half a centimeter or a whole one stretched to each side. I'm comparing him to the original model from JKA, in my head. And a bit of an off-topic question, is there any chance facial expressions could be incorporated into JKA? The face animations always seemed kinda dead to me in-game. -
What's going on with this mod? Is it progressing or did it come to a halt? @@DT85 @@ChalklYne ?
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Quite a nice event, I hope that many people join in! Could end up being epic and make me play through the whole SP campaing, if someone manages to do most of the things on my wishlist
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Welcome from me also!