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Boothand

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Everything posted by Boothand

  1. But.. they're free
  2. Are you increasing the polycount standard a lot from JA models, now that you're in Unreal Engine, or do you keep it down on a similar level?
  3. Hmm that makes it sound more like purely a high definition textures/models kind of mod though. Although "enhanced" has a bit of the same effect.
  4. - I don't think that's possible unfortunately. I think there's a shader keyword that will make the brush with the shader unselectable in the editor (might be good for skyboxes at times), but otherwise I think it would only help to know shortcuts for filtering. - You can middle mouse click a texture to choose it in the texture list. Unfortunately it doesn't adapt the surface properties as well, such as in 1.6. Edit: Yes it does
  5. It's a bit of a process, the whole procedure of getting a character into the game. You should find some tutorials for it here http://jkhub.org/tutorials/category/13-modelling/ Minilogo has a very thorough tutorial on it if you're using Softimage Mod Tool. But to answer your question, you export it as .XSI and compile it into a proper .GLM with tools from the SDK. If you were asking what to do with the .GLM file from the assets, there is a .GLM importer in the Files section.
  6. Q3map2 seems to segment your brushes according to the vertex points of neighboring brushes, making a lot more faces than expected. My question is - is it really necessary? Does this happen so that it will merge on all points and be properly shaded (goes a bit against my logic in this case), or could it just as well have only triangulized it the way its set up in GtkRadiant, and let vertices of neighboring brushes stay for themselves? In GtkRadiant: In game:
  7. That is incredibly impressive!
  8. Agree pretty much with eez, although didn't notice everything, like the shot going through the arm. I think it looks good apart from a few things. The cloth simulation seems off - especially since he has rather tight clothing. It's like there is a very local very strong wind on him all the time. The animations are a bit cartoony in their suddenness, and also his facial expressions look very cartoony/stylized compared to how I'd imagine him to look. And where did the shot at 0:07 come from?! Props for the comedy in his facial expression realizing he's about to be hit by the stormtrooper he pulled. Though something looks a bit unnatural about that whole sequence. And they gotta stop using that scream in all of the action shots Other than that, I think the project is overall a positive initiative and good effort, frowned upon elements of the production aside.
  9. http://jkhub.org/topic/3730-sand-skiff-vehicle/ http://jkhub.org/topic/3763-saber-request/ http://jkhub.org/topic/3594-request-asharad-hett/?p=51106 http://jkhub.org/topic/2405-easy-map-objects-request/ http://jkhub.org/topic/2608-hs-anakin-reskin-just-hair-and-scar/ http://jkhub.org/topic/1503-the-chaser-yt-1300-request/ http://jkhub.org/topic/3711-i-need-a-one-more-texture/ http://jkhub.org/topic/2476-padme-amidala-clone-wars/ http://jkhub.org/topic/2371-idea-request-map-themes/ http://jkhub.org/topic/3922-request-realistic-captain-rex/ http://jkhub.org/topic/3871-altair-team-colors/ For starters. Besides, even though not all requests are directly fulfilled, in my opinion people here most often seem to help out by giving suggestions on how it could be done, compromises, links to it being done before, or simply stating why they don't want to do it like in this thread. People are swimming in a sea of their own projects or already started projects, and in this case, wouldn't editing a Darth Maul model be a good way to start learning modeling? Have you attempted modeling since September 2013? If no, was DT's passing over the source files for his Darth Maul really a... "weak give-up"... compared.. to your requests divided by your displays of effort, despite having an interest in modding? Anyway, hope this helps.
  10. It's the renderer, and normal maps have been functional for a long time as well as other neat visual stuff. Except for a number of incompletions like DT mentioned.
  11. Sounds like you could be interested in rend2. To put it shortly, you can use normal mapping, specularity and so on to make your models maintain a high amount of that detail.
  12. A good way to use the shader manual, could be to look at textures from the game, for example the textures/common glass shaders, and searching for the keywords you don't understand in the shader manual, rather than reading it all in one go.
  13. What image format, and what are its dimensions? You don't have any shaders for its texture, right? Is the model and the texture located in the models folder? Are you running your map with sv_pure 0? (reads from folders instead of just pk3s. Which is good) While you should get the md3 to work, I would generally recommend .ase models instead of md3, as you're able to edit .ase files and assign any texture you want. With md3, you'd have to re-export, plus you'd have to have the texture within your "models" folder. If you wonder about .ase files, I've covered that in my new video tutorial about map objects, which I'm currently rendering and should soon be up. On a side note, that's some big pixels
  14. Yeah, that's what I mean. That's the catch of using models - some extra time making your own collision. That's also what MoonDog meant in this post. Ultimately it's a good thing though I guess, to have simpler collision.
  15. If you're building your map in that way, I guess avoiding auto-clip is crucial. Also, manually clipping it is the way to go for determining structural and detail brushes and set up VIS, I suppose. What would prevent you from walking through a doorway though?
  16. I'd really suggest not using it. It's unreliable, possibly buggy, and makes a brush for every surface and makes you hit the brush limit fast. However, it's auto-clip aka spawnflags 2.
  17. I think I have irrational fear of sequels. It's come to the point where I hope there will never be a continuation of a story because it's... it's just uncomfortable. It's like when you're patting a cat, and you suddenly become hyper aware of the situation, and imagine the cat to be a naked human, aware of the situation and it becomes awkward and silent. Ever since I became old enough to wait for and expect the sequel of a movie, it always felt like it was rather something that shouldn't exist, like sequels of for example Pirates of the Caribbean. Ice Age. Then The Hobbit became uncomfortable. Anchorman 2 felt like the biggest disaster of my life. I find it hard to look forward to another Star Wars movie, after all this time. But I hope I'll be surprised, so I can get out of my bad pattern.
  18. Hmm I'd think importing .glm files of models would be quicker and easier than scaling a source model to the same height as the JK character models. Besides, you could always re-scale the model in GtkRadiant with "modelscale". Edit: If it helps, ModView measures Kyle to be just around 63 tall. 63 something. Probably units, and probably 64 anyway.
  19. I guess the actual height in meters isn't relevant, but rather the proportions of the model. You can scale the model to fit the height, but what you'd really have to do is make sure it aligns with the skeleton, arms, legs, knees, elbows etc. As for shaders, you could start off at RichDiesal's, and follow tutorials like water shadering, and the shader manual is also good to have.
  20. Cool! I'd gladly make some proper tutorials. I guess I'm unsure what kind of things there needs to be tutorials for. I'll see if I can make a map object tutorial, as I can't find any others on that particular subject!
  21. The .xsi format doesn't have anything to do with map objects though. If I understood your problem correctly, textures didn't show up at all? I did a quick late night stream to show how it works for me, and I don't know if that's gonna help you, but it probably won't hurt! http://www.twitch.tv/journeytobootland/b/524327297
  22. I don't think the \ vs / should matter. Any chance you could upload the model + texture (with that folder structure)?
  23. Are you going for md3? What max version? Make sure the textures for the model is in the models/etc/etc folder when you export, not in your textures folder. Try to re-apply the texture from a new material slot in 3ds max. If you're using a texture that you otherwise use in your map, like a texture you have in your textures folder, you might get away with _remap, so you don't end up with duplicate textures in your pk3. PS. _remap only shows visually what's happening in the editor in 1.6, but I also suggest basing your work in 1.5 rather than 1.6, although it is handy for some things.
  24. Can you make players walk places they didn't go to in the demos? Animate custom lightsaber battles that didn't take place in the demo? What's the main area of usage here?
  25. Though, going via md3 is in this case unnecessary, since it's only about bringing your model over to another software, thus any common 3D format should be the way to go. I haven't used Gmax enough to know how well it handles the 3ds format, but was surprised by its lack of included importers for other formats. As OlgO said, there is a student version of 3ds Max (max 2010 to current are available I think), and as long as you're a student it's completely legit. I've been using it for over a year at least. Otherwise, I'm sure you'll find importers for whichever software you decide to use.
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