-
Posts
2,468 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by minilogoguy18
-
Either one of you can take a crack at it, I've grown out of the ways that some modders had where they didn't like to pass their models all around, I'll pretty much give out anything to anyone who wanted it. I would just like to see it finished, I'm a huge fan of the series and since a good Kain never came out, only Raziel models I took it upon myself to try and make him as good as I could. I also have a Lieutenant Raziel (vampire form) but his armor and cape are not modeled since there isn't really any good reference out there. He also would need UV mapping and textures upon completion, I would give that one away as well to whoever wanted it. @@Psyk0Sith if you're serious I'll give you the model, or even if you aren't I'll send it anyway. I even have a mudbox scene where I sculpted in some detail if you want that as well.
-
http://jkhub.org/topic/678-kain-legacy-of-kain-series/?hl=kain Find someone to finish this and it's yours, the reaver is in game btw. @@AshuraDX had a great start but I guess he lost interest.
-
Music is mega gay. Robophred didn't create lugormod btw.
-
- 27 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 3 more)
Tagged with:
-
Yeah I would try it myself but I don't have anything to export.
-
I think you should stay true to the original game, besides, you'd have to build a double S level like t2_trip to make it seem like you're really going somewhere since the map size in the game is pretty small.
-
Maybe someone then should just try to break the model at the UV seams before export in an attempt to preserve the normals, in the game the 'hard' edges are noticeable when light hits them.
-
The problem with edges being disconnected at UV seams would be a huge plus if it can be fixed, that alone increases models vertex count on export and in turn reducing performance.
-
That's really hard to read. I have a few LoK models and I'm a fan of the series, the 2 I made are Kain (soul reaver-defiance version) and a vampire raziel. A friend (Corto) made the wraith raziel. None are in game but if you find someone to finish them up I'll let them go.
-
There are blank icon images that match the stock ones then all you need to do is take a pic in modview, resize, delete the background, overlay and you're done in like 5 mins. I wasn't here...
-
JK2 reborn sounds
minilogoguy18 replied to Rosh is my favorite's topic in Mod Requests & Suggestions
Once I get my weird issues fixed with my desktop I'll upload the JO reborns for JA, it's something I made for myself since it's crazy simple but it adds all classes of the JO reborn to the menu and fixes the sounds. I also took the time to fix Desaan's sounds but I think there is already a download for that. It doesn't conflict with the JA reborns. -
Eh well, then I guess my input is invalid then. I don't have many video games and I also rarely play them. I play video games about a couple of days out of a month on average, probably the least out of anyone on here by far.
-
Consoles... Meh.... As long as you have a good PC you don't need consoles. I wont be buying any of the new consoles. My PS3 is covered in enough dust to register on a scale as having weight...
-
Pro tip for sabers: don't use a tag for *parent, instead place the weapon in global space so that 0,0,0 is where you want the weapon to be held by the character. When you export it will use the local 0,0,0 of the model in place of the tag_parent. I've always done it this way, never had a tag_parent before.
-
He's holding the saber too far down the hilt in the modview pic.
-
You need to look at some blueprints for the lambda shuttle, yours is off a bit.
-
I doubt anyone will take this up, you're pretty much on your own and it's not worth my time to make a tutorial on how to port.
-
Skinning add a cape/robe/hood to model.
minilogoguy18 replied to Aurora Loran's topic in Jedi Knight General Discussions
From what users have told me 3ds max has only gotten more unstable as versions have come along, you could say, "well I'll just use an older version" but they're getting hard to come by and you cannot buy a license to them anymore. You are also missing out on tools, if you compare 3ds max 8 to Mod Tool 7.5, Mod Tool can do way more. I think when Max 8 was new Softimage|XSI was at version 5. -
I think it should be less "geometry clump" and more alpha planes, like the pic I posted of him from ESB holding the lightsaber.
-
Skinning add a cape/robe/hood to model.
minilogoguy18 replied to Aurora Loran's topic in Jedi Knight General Discussions
Eh, I used to use 3ds max, it's terrible when it comes to performance, it just can't handle high poly scenes well. The interface may be more attractive to some but I think it's just the pretty colors and shapes, I don't like icons that I have to hover a mouse over to know what they do, plain english text is much easier. These days a software that can handle models that are in the 1 million range with a good render to spit out AO, normal and cavity maps is a must and the free Mod Tool version can do that. I use Softimage 2013 which I have a full license to but for everything JA I use Mod Tool since I can share stuff with others who are using it, I'll never go back to 3ds max. -
The model you're trying to load is a model that was compiled with the JK2 skeleton, it has 72 bones. The only way you can view it is if you put the JK2 _humanoid.gla in the /models/players/_humanoid/ folder.
-
The model I posted should export without error, although you'll probably have to redo the UV map since it was edited a little too heavily to not ruin the map. You could also use this to get your models to MD3 without using Milkshape. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/
-
How does this mod vary from Mug's base customization?
-
So you don't see those intersecting edges that do not add any volume? Or that edgeloop going around the outside of those squareish shapes that run in parallel with the boundary (lt blue) edges? I posted a link to the OBJ, trust me, if you look at them both in the same scene you WILL see a huge difference. Make sure you have the scene stats turned on for selected and unselected objects to see the difference in polycounts. Currently it sits at a mere 142 vertex's and 212 triangles without any loss of volume or detail. Previous numbers were 225 vertex's and 365 triangles.
-
I can see why things are getting messed up, the model is a total mess. There are literally tons of edges, polygons and vertex's that are not contributing to the overall shape and volume of the model. https://www.dropbox.com/s/8h5d1ssw8xa81f1/ext_corridor.obj Import that, compare it with yours and notice the differences as well as the lower polygon count without loss of detail. Your topology was to blame for the errors.