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Rooxon

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Everything posted by Rooxon

  1. I've just compiled them to gml and looked at the positions of the tags there (sorry I even asked what to do, didn't think of it sooner), though this is gonna take a few retries, I'll do it this way. I think I have to make the saber face left with the top, the right spike being on the tag_weapon tag and flash being where it is for the scepter. Update: Models are texture ready. Today I'm going to a huge party here in our country, tomorrow morning I'm going to start texturing those.
  2. Allright I guess I can't argue that.. It's true black&red is quite a stereotype choice. Hm, now I need serious help. The two models are texturing-ready, but now I saw in the folder 2 md3 files, sith_scepter and sith_scepter_hand. Now, I can't look at how the tags are positioned and how to turn my own saber so it'll work together nicely... Those two are probably needed only in cutscenes, right? Like when Tavion is shooting out of the scepter or at the final battle light side, as she pulls the sword out of the scepter... has anyone any advice how I could easily do that?
  3. Hehe well he/she's just given an example, let it be @ Though you're right too on the other hand... I never really played minecraft, I like the concept but... Dunno, it's just not appealing. Damn boxes everywhere. Anyway, a few screens today... These are just the models, I'll keep this and the scepter's textures a surprise for the release as I'm really going to put effort into it... this means also time, which I have a lot due to being home because of the eye. For now I have finished the sword, awaiting texturing, and modeling the scepter. I'll update as soon as I have something though I'm feeling a bit tired -.- Sith Sword: Sith Scepter: Guys, I've been thinking. Maybe overthinking, anyway... You're all probably experts as to how the engine in JKA works, is it possible that some people could have lagging because of my models and high-res textures? It's just something I'm utterly eager about. Also, any chance to bypass the polycount limit?
  4. Yeah I'm slowly seeing again... @@Barricade24 It was nothing too serious at first, I was grilling for dinner and got a bit too much smoke into the face... the eye was still more or less ok then, the problems started yesterday when I suddenly couldn't see on the right eye, everything was blurry and also, when I woke up, my eye was... like glued together.. I'm a bit better today, went to the doctors immediately, he treated the eye perfectly and I also got eyedrops I have to use 3 times per day, control check in 1 week but I think there's no reason for panicking, soon I'll be tip-top okay. Okay and now off of my medical record, tonight I'm starting doing the two sith weapons. @@AshuraDX Yes that's why I play with the levels... and It looks gorgeous, I'll try to show it to you today as I'll be doing the sith sword and scepter. And yes, if I wanted to make textures seem painted, I also mainly use the find edges filter on a merged copy But the dust&Speckles is a nicer choice, as the effect is almost the same and you can customize it any way you need. If I need a quicker choice of dust&speckles, I use filter/stylize/facet Now you wonder why I'm telling you that. Explanation: I found that trick I initially told you about this way; I upsized the textures of the sabers to 1024x1024, zoom set to 66,67%. I first copyied the whole layer, sharpened and embossed it + desaturation (doesn't really matter, the effect just looks a bit cleaner). Than after that I made a copy of the original layer and applied the facet filter to it. At this point I went to compare the layers, and after a while I left the original layer, the facet one set to 60% and the emboss to 70%, also leveled the lightness a bit. The look of the effect was simply gorgeus and the pic looked like it was perfectly upscaled and sharpened. I'm gonna show you what I mean, of course at first it looks hideous, you gotta make those outstanding cracks/folds disappear.
  5. Oh I'm sorry @@AshuraDX I use it only on my own drawn textures, it does add realism that way. It looks hideous if you use it on any other pictures, anything that isn't drawn by hand. For example, things that you've drawn with simple techniques, like lines... undetailed metal, such things. Or an upsized picture of anything gets the part of detail the normal sharpen filter lacks. I forgot to mention you need both layers, the sharpened one, copy paste it when it's sharpened and THAN use emboss and so on. But in case of an upsized pic, I also copy-paste it once more (under both layers, the sharpened and emboss one) and give it a facet filter. Makes image seem sharper, lines are nicer... you probably know what I mean Guys I'm sorry I had a major accident and I can't really see good with my left eye. That's why nothing's come up even though I said I will.. well today and tomorrow I get to stay home because of it, I hope I'll finish both my planned packs and send them over to @ by the evening tomorrow for testing.
  6. Your work reminds me of my working style also, you know I read your whole thread about the starkiller model, you're just the same as me. You were posting mid-progress, asking for opinions, move verticles around... you can look it up here, I was doing the same and I haven't known about your work yet then Yeah a sharpened layer does the trick, but if you looked at the arbiter, it's like that because I've mistakenly downsized the texture to 512x512 and lost the original PSD. That's why it looks awfull in the pics on the first post. Anyhow I'll try to redraw it again, maybe looking a bit more toned like the original... the upper part silver and not black like mine is. ... AAAAND I'll show you what I do to get sharpness, it's one of my own routines I've come up. 1. I need everything I've drawn on one single layer, which means I merge them. 2. I apply filter/sharpen/sharpen (same as you, now I'd need to play with the opacity) 3. I apply filter/stylize/emboss at 2px height and 150% 4. I set the blending of this layer to overlay (or soft light, depends on which looks better) 5. if needed I use image/adjustments/levels so that details don't stand out too much Et voila! Try this out, it gives really a special realistic feel to the tex and it makes the sharpness a bit better than the classic sharpen filter.
  7. Well as you wish the offer's still up though if you change your mind, I know you must think I meant to show you how to do quick textures... well I think if you used photoshop at least once, you'd know that yourself. I meant more like getting the textures to be crispier, more realistic, cohesive.. Nevertheless, yeah now that I took another look at your textures, they're custom drawn, aren't they? Than I think you really wouldn't neew my help as you pretty much know your way around But I believe I could still give you a tip or two, if you ever need them
  8. I like this model a lot! 10/10
  9. Heyaa well it's finally weekend and today I've got some time for my dear JKA mods. Those of you interested, I've already started working on newer Kyle's saber and I've added a control box and two buttons to the reborn's stinger, I'm playing with the textures to get out the most of it, trying different shaders, you know... I'm trying to use the whole potential out of JKA's engine, I'll probably use anything it allows for my sabers to look good.. well, it's not like my options are that wide, heh Anyway, keep checking back, I'll edit this post with further progress pics, @ possibly you'll even get a pack for bug-search before I release it! maybe two! though I still haven't got a good idea on how to do the sith sword and scepter... gonna draw some things now and maybe post here for you to decide which way I'll remake them. Additionally, I have a question. Something's been bothering me. Today I found out JKA doesn't allow normal maps, though I'll be damned if it isn't true that once I KNOW I had a mod that used them... dunno if it worked, though, It was quite a few years back, can't remember. Well seeing as it schould look, I totaly agree. Actually it would look wierd any other way, to me at least.
  10. Nicely said Circa and a good advice, the community doesn't exist just so others could request the hell knows what.. the mods won't be done any faster that way. Though some of us, like me, are pretty open to others and I'm willing to teach anyone anything I know if anyone wants to have a go at things on their own. That said, back on-topic, @@AshuraDX I'm using photoshop now for 12 years, I can pretty much do anything with it from a white new picture. So if you still need good texturing tutorials, I can teach you how to do nice fibers, how to balance them out to keep details, how to filter the picture... I've been a bit rusty when I started again doing mods, but now I'm back at full throtle I think. Anyway, just say the word. I hope you'd finish your starkiller model, as it's looking great so far and like an authentic JKA counterpart! In the mean time, guys I've been wondering, I've seen some starkiller models, mind pointing out the best one there is? It's just that I'd like to play a bit with it in SP
  11. Oh no, you misunderstood. Of course I plan on doing and releasing 2 packs, I wrote so a few posts back, the Dual Sabers pack and the Misc Sabers pack, also wrote what they include. I'm saying I would add the movie version as an optional file to the pack... so anyone who downloads could try my version or the movie one. That's what I meant before.. you know... like an addon, which I already featured in some of my mods. The misc saber pack will contain an additional PK3 which adds some of the sabers to the SP menu with a modified string file, which means that it will become kinda incompatible with some other mods that add sabers to the game... that's why I'll add that optionally in a map inside the zip file when I release it. Concerning Luke's saber, I've even further corrected shaders, this time the spec map. I turned the saturation almost to the top, to gain this... beautiful effect: This one is fully done now. ^^ One more thing, now all that's left for this pack are the Sith sword and scepter. Any ideas or wishes even before I start drafting them? This is a question to ANYONE. Oh, and I heard there's a limit to how many sabers you can add to the menu.. is that true? and what is the limit?
  12. @@Circa You know what, I agree. This pack's saber is quite good, only my texture would differ, I'd make it a bit worn out. But all together, it's a bit of detail work, nothing too hard. I bet my model would look somewhere the same as this. Might try, but now that I've seen this, I don't think so. Do you have any other input on my ongoing plan? I'd really like to hear what you think. When I looked at the picture of the movie-saber, I got an idea and added a neat detalied enviroment map to the saber... this is the result, Luke's lightsaber (JKA version (as per wisdom of Circa ))
  13. Well, no problem, really. I'll do an alternative version.. or better said, movie-like, it will be optional in the pack does this work for you or do you think I schouldn't include this recreation at all? @ you're my mate, don't worry... when I have all the sabers test-ready, you'll be the first to get them before I release them, as per usual. @@Circa just to be clear, you mean something like this, no?
  14. Guys forgive me for multi-posting please! I just want to present a new saber with each post, which keeps you all updated and the whole forum can see when I post something new... some people have been writing to me if I gave up already heh that's not the case. Anyway, today is a good day. I found time to do one more saber, and this one in particulary is my favorite! I'm kinda oldschool, you know. Luke's Lightsaber
  15. Heya, I'm slowly getting by with the exams, though not just yet. Today I found a little time in front of my computer, and this is what came together: Ladies and gentlemen, I give you my recreation of Desann's Saber: The plan for now is to get by my exams at faculty, and to recreate luke's saber. With that, I'll have all four models done for the sabers in my Misc Sabers pack, I only need to take a good thought on how to make the sith sword and scepter. I want them to be special in a way, at least cooler than the originals. And with 2 dual sabers done and their single counterparts also, I need to do the remaining 3 and also the sabers for the second on-going pack will be completed. Quick summary: Dual sabers pack - Guardian *DONE* - Avenger *DONE* - Vindicator - Champion - Vindicator Misc sabers pack - Katarn *Upgraded the already-released version* *DONE* - Stinger or Reborn *DONE* - Desann *DONE* - Luke - Sith sword - Sith scepter Some concepts I forgot to upload a few days ago:
  16. Yeah I didn't mean that's the only thing you know, I said if it's simple keybinding I can do it myself okay, so do you need anything else?
  17. Yes I'm planning to go forth with guns later on.
  18. I bet noone's ever said that to you @Circa, but I actually like your pickiness and the fact that you always find something that's off. Because of that it's a lot easier for me to find a way to make mods good for a wider population, you know... make sure that it's not TOO ROUND for those who like them spiky and not too spiky for those who like 'em round Ok maybe this sounds wierd, but we all know I'm talking about the saber blades here.
  19. I'm not yet much of a scripter/coder, as I just started going to IT Faculty this year. Even in my old modding days all I could throw together was some easy keybindings at most, but my knowledge right now is kinda repressed, I've remembered a lot of things already and it's still not nearly as much as I was capable back than. Well leaving this aside, I like the idea @ though is there any way to put in some kind of... cost for the activation? cause if it won't cost anything, I'd be capable to do simple keybindings on my own... I don't need that. In any way, I need something that comes as close as possible to my description on the first site. The cost for the activation makes it actually fun to play, otherwise they'd be just weapons which you could make stronger whenever you'd wish. I don't want that.
  20. okay well I made this topic as I'm requesting someone to do it for me, I'm having my own hard time learning advanced C# coding right now at faculty... I would want to do that... It's a shame I can't use force power consumption... But hey, I have another Idea. If I can't use force power cost, would there be another way? like, I could activate this power once and than it needs 2 minutes to "recharge" (there would be an additional button or something in the hud to give away when it's ready to transform again) If I don't ask too much, could you @@therfiles start working on that? I'd supervise it the whole time so it's really what I want, we can move the talk about it into PM.. other than that, thanks a lot guys, I appreciate you're willing to help already now.
  21. Okay well.. Do I need the models ready or could you start writing this for me? Oh, even BEFORE that... in what form will I get the final working result of the scripting? pk3? I mean, can I easily incorporate it with my mod?
  22. Ok lets see. For example, let's say I made 3 weapons, a katana, a broadsword and a bamboo sword. I have also made an evolved katana, which gains a blue outline on the blade and some ghost balls around the user's hands. The evolved broadsword would become a bit bigger and different looking. The bamboo sword would get shields left/right from the player's hands.. well all those details aren't really important that much, it's important you understand that the part where the player HOLDS the weapon stays the same, I only make a change in the blade model (though they're made as 2 different models/sabers). Now I'd have 6 weapons ingame, from that 3 normal ones and 3 evolved ones. I would also replace the first 3 sabers from the SP menu with those 3 normal weapons. And now the script or rather code as you said that I need, is something that NO MATTER WHICH SABER OF THOSE I HAVE CHOSEN, each would evolve only into it's corresponding evolution. If a weapon doesn't have one, nothing would happen. The point is I want this for a mod but not to be changed each with keybindings or such...
  23. Do you really get my idea? You think it could actually work? I could explain this whole idea of mine a bit further, and a bit more into detail if you want. Though it's gonna be a quite long explanation as I want to include everything I want in it to work.
  24. haha okay bout his/hers, sorry... I'll keep that in mind, folks No no look I'll try to explain it a bit more... okay if I need coding, than allright. But.. For example. The 9 SP sabers would be some... 9 weapons, normal ones. And let's say I'd implent a feature named "Weapon Transevolution", that once I press a certain key on the keyboard, the weapon would "evolve" into another (probably same model with .. other additions, for example a different blade, maybe a glowing ghost that carries shields and so on blah blah I have many ideas) The main point is that NO MATTER WHICH WEAPON I'D HAVE CHOSEN, it would evolve into its corresponding "evolution". Something like what can be seen in Shaman King, just not totaly like it... but the transformations the weapons do are the same point. You get it now? The "evolved" models would not be availible to choose anyhow... just the normal ones. Those normal ones would than be able with a press of a key to evolve up and take 20force points as cost. By pressing another key, the weapon would evolve back down to its original form.
  25. Gotcha, I'm doing near to nothing these days for my mods also anyway, the college takes its toll.
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