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Effacer

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Posts posted by Effacer

  1. I know it's a tall order but if I don't ask, I'm not sure anybody will.

    Pretty pretty please—anyone willing to take a crack at these models? I'd also be most grateful if they were both part of the same .glm with interchangeable assets in the .skin files.

    https://p3dm.ru/files/characters/13495-star-wars-battlefront-ii-kylo-ren.html

    https://p3dm.ru/files/characters/14638-star-wars-battlefront-ii-kylo-ren-episode-9.html

    EDIT: There's a TROS hood-up mesh that I should be able to acquire too.

  2. 8 hours ago, zahar said:

    Started working on droid's arms. Nothing too significant yet. 

    spacer.png

    But, as you can see I decided to try make both kotor style and swtor style version of the model. In future I will definetly make a swtor version of torso (both armored and not). But I'm not sure, if its needed to make a swtor version of head. I personaly think hk's heads design in swtor kinda looks worse, than they looked in kotor.

    Beauty's subjective but I'd love to see the full SWTOR-HK model too.

    NumberWan likes this
  3. Thanks to @@DarthValeria and some of my own work, the ported Kylo Ren model from SW Pinball was rigged to the JKA skeleton and the verts were reduced. It can be used ingame, but there are a lot of serious issues with how it deforms in animations. To list what I've been able to see:

     

    • The kilt splits open horizontally from behind and in front in wide-legged stances
    • The underkilt also splits open below in certain animations
    • The half-cape tends to detach from the hood
    • The arm mesh tends to collapse into the elbow area when bent
    • The hood slightly detaches from the scarf around the neck area
    • The shoulder area splits open

    The lighting in these screenshots off since my Modview has really odd gamma problems, but I tried my best to tone it down reasonably:

    https://imgur.com/a/kS0yLQT

    I would've uploaded the images into this post but the "" functions don't appear to be working for this site anymore, nor the Image button.

     

     Anyone willing to provide some tips/help so we can get this model working? (Ideally in a way that wouldn't require rigging it again, but I'm all ears regardless.)

  4. Today I voiced & recorded a soundset for JKA. No real technical issues—the audio is clear, in mono, and the effect running over it is fine. The only problem is, since my more specialized recording software has been broken I've had to record with an iPhone and hope for the best. For the most part it turned out okay, but I'm bothered by the slight reverb of the room I was recording in.

     

    Does anyone have specialized tips on reducing said reverb without obstructing the base quality of the sound? Something niftier than Audacity noise reduction. I've got access to that and Adobe Audition, but my ears are open to any recommended programs.

  5. Hello JKHub. I've been attempting to merge DT85's First Order Stormtrooper and his Captain Phasma into one model with Blender so I can easily replace the models on Movie Battles II with a project I'm working on. I was going off of an example from one of Peneke's models where he managed to merge three different models together and I copied exactly how he sorted his but I'm getting the hierarchy error when I put it through Modview.

     

     

    Model has 121 surfaces, but only 149 of them are connected up through the heirarchy, the rest will never be recursed into.

     

    This model needs rebuilding, guys..

     

    I've had this error before but have since learned how to solve the problem with some help from the community here and my own intuition. The problem here is I've never merged two models together successfully. I have tried before relatively the same way and failed.

     

    Any help on how to approach this or how I should specifically construct the model would be very appreciated.

  6. I've been trying to combine models for MBII by replacing the skins for them with actual other models i.e. replacing robed variations of Maul with maybe Vader and Sidious for an example. Doing this in the first place goes against everything I've known for frankensteining in Blender such is having to get rid of stupidtriangeoff but regardless of all that I know how to do it I just can't seem to figure out why when I export it from blender, blender renames the other model components and it combines everything and messes the entire model up. Sorry if this explanation is tough to follow but any help would be appreciated, maybe I'm doing the actual process wrong? I've followed the exact examples from other modders yet mine does not export how theirs does.

  7. Managed to attain the model a while ago. (How I did this I don't really recall, as it was a year or two ago.) I've tried rigging the model myself but to no avail, as there aren't really any very informative step-by-step tutorials.

     

    http://www.mediafire.com/file/van6anhibbxbryj/darkapprenticev2.rar/file

     

    Note

    Initially this model suffered from lack of texture display, but at some point I fixed the UVs so the display should be all in order.

  8. This is the whole shader for Toshi's Vader.

     

     

    models/players/T_Vader/controls
    {
    	q3map_nolightmap
    	{
            map models/players/T_Vader/controls
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/controls_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
    		animmap 0.75 models/players/T_Vader/controls1.tga models/players/T_Vader/controls3.tga models/players/T_Vader/controls5.tga models/players/T_Vader/controls2.tga models/players/T_Vader/controls4.tga models/players/T_Vader/controls7.tga models/players/T_Vader/controls6.tga
            blendFunc GL_ONE GL_ONE
            detail
    	}
    	
    }
    
    models/players/T_Vader/cape
    {
    	cull	twosided
        {
            map models/players/T_vader/cape
            rgbGen lightingDiffuse
            //alphaFunc GE128
        }
    }
    
    models/players/T_Vader/helmet
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/helmet
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/helmet_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec1
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/mask
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/mask
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/mask_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec2
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/body
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/body
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/body_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
    }
    
    models/players/T_Vader/body2
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/body2
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/body_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec2
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/head
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/head
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
    }
    
    models/players/T_Vader/detail
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/detail
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/detail_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
    }
     

     

     

    Yes, I've noticed this--this shader file offers nothing in the way of transparency, it was an ingame issue on his model as well.

     

    UPDATE: I tried pasting my custom shader code over Toshi's for the cape, and it worked. I thought I needed the "cull two-sided" for the cape to be visible on both ends, but apparently I don't, and now I've established transparency in the holes.

    Droidy365 likes this
  9. The issue here is a missing shader. There should be a shader somewhere that makes it so that the chain has transparency.

     

    models/players/black_knight_vader/cape

    {
    cull disable
        {
            map models/players/black_knight_vader/cape
            alphaFunc GE192
            rgbGen lightingDiffuse
        }
    {
    map models/players/black_knight_vader/cape_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    detail
    }
    }

    Still no dice.

  10. One thing that really bugs me about Toshi's Vader (or any of its reskins) is the capechain. I understand it's pretty much a microscopic issue, but it's just a 2d mesh with the chain textured on. I'd be fine with that, were it not for the fact that the holes inbetween the chains are either filled with white or black ingame. I opened the .png and carefully removed as many specks of interfering color as I felt was reasonable and tried it out again ingame; unfortunately I'd wasted my time, as nothing changed. I'm hoping someone else might be willing to figure out a solution, whether they do it via textures or even modeling a new chain onto the model. I know @@dark_apprentice has a Rogue One Vader model laying around with a modeled-on chain, but the texture for it is missing and I'm not sure I'd be able to affix it to Toshi's Vader properly anyway.

     

    Thanks

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