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Everything posted by minilogoguy18
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WIP Kain - Legacy of Kain series
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
If someone can get some sounds for this guy from the English game I'll release this asap. -
The main board and PSU I got both on sale. The PSU is overkill but it was the same price as a 800W so I figured why not? The GPU was second hand for like under 600 which was a steal for a $1200 GPU.
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Kinda weird that this never got made into a topic in this area. Wondering what kind of custom machines people are running and how much HP they have under the hood. Ryzen 7 2700X 4.0ghz Crosshair VI Hero Wi-Fi board EVGA 1080ti FTW3 Hybrid 32gb RAM @3200hmz Crucial P1 1tb NVMe drive Corsair RM1000x PSU Good ol optical drive since this is one of the few modern cases that can hold it.
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Add more LOD's for better performance. The game will always use the lowest detail LOD to detect collision. Also helps when the model is super far away and there isn't a need to draw a model with a lot of detail when it can't be seen.
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https://www.youtube.com/watch?v=3QzWVsexjPk
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Why doesn't ModView work when I use it ?
minilogoguy18 replied to RASAS's topic in Modding Assistance
View>Screenshot to clipboard and paste it into paint or whatever so you can save it to whatever file type you want rather than what ModView uses. -
Why doesn't ModView work when I use it ?
minilogoguy18 replied to RASAS's topic in Modding Assistance
Unfortunately not, ModView only shows the diffuse image and that's it. -
Converting playermodels from Gmod to jka?
minilogoguy18 replied to TheHusseler's topic in Modding Assistance
It's simple if you're already familiar with 3D and envelope weights. -
Why doesn't ModView work when I use it ?
minilogoguy18 replied to RASAS's topic in Modding Assistance
ModView has a limit on characters for the file path. Best way to set your machine up for modding this game honestly is to just have a second "base" folder on the root of your drive. For example, I have the folder "C:/base/models/players/_humanoid" with the _humanoid.gla there and the character model I'm trying to open in "C:/base/models/players/" Leave the game path just for dropping the .pk3 files and such but do all your modding in a base folder that's on the root of the drive since if you're using Softimage or 3DS Max Assimilate also prefers a shorter file path afaik. -
I don't see how an exporter would even be possible just because of all the technical aspects of making a map work other than just geometry. A bare .MAP exporter to just bring the geometry into radiant to add everything else that makes the map work would be more than enough since the biggest problem with radiant is that it's 3D tools are terrible.
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Error porting models from JKA to JKO
minilogoguy18 replied to brushworks's topic in Modding Assistance
Tags are wrong. Not only are the 2 games skeletons different but the tags for the left hand are different and there may be some that one game has that the other doesn't but my memory on this is foggy. You need to import a JK2 model and look it over carefully. Hierarchy isn't right on the model. -
character HUMANOID SKEL PLAYER: Kyle Katarn
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
OK, started on this recently. Pretty early WIP in ZBrush. Clothes were made in Marvelous Designer. Hair is just a placeholder until I take the time to make some decent hair planes/cards down the road. -
level Level 13: Lost planet of the Jedi
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
No, the mod is still being worked on. -
- 22 comments
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- NPC Support
- Rogue One
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Tagged with:
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- 13 comments
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- 42 comments
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- Episode 7
- Star Wars Related
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- 51 comments
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- 75 comments
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- Episode 8
- Bot Support
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