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minilogoguy18

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Everything posted by minilogoguy18

  1. Most everything for sabers can be found in assets1.pk3 in the sabers.sab file which is located in ext_data/sabers/
  2. How's this coming along? LOD's and all that good stuff made for it?
  3. Shoulders seem wrong but without a wireframe overlay I can't be %100 http://wiki.polycount.com/wiki/ShoulderTopology
  4. @, what did you try to download that costed money? You can mod this game with nothing but freeware.
  5. Starting to look really good, now we just need Gorc and Pic models...
  6. @@Bek, that's the tiniest picture ever, can't even read it.
  7. UV mapping is currently in progress.
  8. Yeah, he would have worn unassuming garments, something that a prestigious noble figure would wear, not sith robes. I don't think that in any point in the book did they ever describe him in sith robes.
  9. @, wont let me click the link, says I need to register. Was curious since I used to mod the Pandemic Zero engine as well for a long time (SWBF1/2). @@eezstreet, you should play around with it, who knows, you might think of something else to contribute the code it had to, like another jkhub project that's in active development.
  10. @@DT85 Haha, I actually just opened him up and started to mess with a few little things. The model is completed, it's such an odd model with so little reference out there, hope it turns out decent. I was about to move forward and start merging the 30+ primitives into groups and from there start UV mapping. Animating the AT-ST kinda had my attention for a while, also got carried away seeing it walk around in Artus Topside as well as redoing a large amount of the TIE Bombers mesh. It's also currently sitting just under 5k polies, I'll keep the groups low enough for stencil shadows.
  11. Yeah, I figured if you feel it needs to be adjusted for the map like say Nar Shaddaa you can scale it in radiant.
  12. The textures look really low resolution, even the resolution of your screenshot is very low.
  13. Not dependent on it, it just has all the maps and shaders already made for it to take advantage of the new renderer is all.
  14. DUDE, THAT VIDEO IS SO GNARLY EEZ! Anyone who's still using XP is officially retarded, social media is a joke, apple wants way too much money for a shelf unit and if hipster kids can't understand linux it wont become popular. I summed it all up that easily.
  15. Another thing was that, if you wanted to play Galaxies, you can just play on a Emulated server. http://www.swgemu.com/forums/content.php
  16. No idea, also, you know that map objects can be scaled in radiant before the map is compiled? The .md3 asset size can't really be compared to what's actually floating in Vjun. Either way, it's not going to be insanely small, it just needs to fit in the part of the map where it belongs.
  17. Not sure how far off the scale is honestly, making it bigger than base is all dependent on if DT wants to alter the map.
  18. It's all up to @@DT85 though changing base maps is unlikely to happen, easier to just keep the models the size they are. Right now in Softimage the model is smaller than a base JA player model because well, scale right now in this stage of the models development is irrelevant.
  19. Decided to add some more geometric detail, calling the model done at this point, on to textures. @@Archangel35757, why bring up the scale so soon? It will match the base model and act as an overriding replacement just like the AT-ST as to not conflict with SP maps that already use the models.
  20. I got to test it out a year or 2 ago, it was pretty neat.
  21. There's also this version, same guy who helped with the music redid it.
  22. Not worried about that right now, it's not even textured yet, I'll scale it later when I'm ready to export. I'm actually currently redoing a lot of the model.
  23. Ah, yeah well, MotS is just an expansion, same game engine and everything.
  24. Of course the overall amount can be altered, the thing that may prove to be a challenge is coding it so that you can get EXTRA stars for finding all of the secrets in a level, they did this in DF2. If you found all of the secret areas in a level upon completion you'd get 1 extra star to put towards your force powers.
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