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ChalklYne

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Everything posted by ChalklYne

  1. Congratulations on a beautiful piece of art there.
  2. I've only actually played the game twice. For about 5 minutes each, in SP. The rest I've just spent modding it and testing mods in small custom maps. I guess I haven't had a funnest time playing it yet because I've never really played.
  3. Kinda looks like my house. You have great artistic composition
  4. Oh yeah... didn't think of that. Can't remove those X wings bud. You're boned.
  5. I'm out at a party for the night and can't check my pk3s but it's in there somewhere. Try looking in map_objects/whatever map you're trying to adjust. If not there then look in the vehicles folder. Seek and you shall find dude =)
  6. It's a different x wing model... there's one in map_objects as well
  7. Do the same for the xwings? Just copy empty.md3... Rename it to whatever you want to "delete" then replace the original in the pk3. Just back up your originals first
  8. To further answer your question though for future reference... The maps cant be edited through GTK unless you have the source material. I believe the maps are .bsp which are compiled and GTK opens .map ... You would essentially need to turn the hamburger back into the cow first.
  9. Replace the lamda model with an empty model XD when you want it back just replac3 the original
  10. Try this out... estimate the number of hours you have spent in a modeling program and what program was it? It took me a while but Softimage and approx. 9,500 hours

    1. Show previous comments  6 more
    2. ChalklYne

      ChalklYne

      I think I was adding cautiously too... I've lost multiple relationships from it lol. Thankfully... i guess ladies don't like you spending most of your time rigging wookie crotches

    3. AngelModder

      AngelModder

      Well I've spent over 40k hours in GTK XD...

       

    4. ChalklYne
  11. On a different note... Substance Painter saved my TIE Facility lol ZBrush had resolution problems that just caused unwanted results and so I never released it.

    1. TheWhitePhoenix

      TheWhitePhoenix

      That project is still alive? That's good to know. :D

  12. I just can't seem to get over all these ports... genlemen... I bid you adieu

    1. Show previous comments  17 more
    2. ChalklYne

      ChalklYne

      ine in multiplayer may I ask?

    3. Noodle

      Noodle

      I avoid ported models, but as far as I'm aware they crash the game if you're not using openjk

    4. Kualan

      Kualan

      Poorly optimized ones do, yeah. Usually dependent on the source.

  13. Its just annoying. How about I don't like it AND I don't stay away from it? I'm merely commenting on your lack of creativity or effort. You have 4 pages full of positive comments about how amazing of a job you did... surely you can take one post of reality. U mad bro? XD I'm just busting your chops I'm sure youre an incredible person. Top marks sir,
  14. You have as many external credits on this one model as the entire TFU series XD I find your lack of effort disturbing.
  15. This was my reaction when they told me about this https://youtu.be/6oYMGwMux_A
  16. G_debugsaberlock setsaberdefense 3 Cg_sabercontact 0 G_freindlysaber 0 Viewlog 0
  17. When you compiled the bsp you didn't compile the light. It's one of the options. If you do so without a light iI the scene then your map will look black. Hope this helps
  18. Hello. In Q3 the md3's had animation.cfg. In JKA that feature seems to be disabled and instead the Ghoul2 models have that feature. Since @@Archangel35757 has produced such helpful plugins pertaining to animated md3's... it would be incredible to have said animated md3's accept animation.cfg and animevents.cfg so the animated md3's could have anim sets, sounds, and effects. Since JKA is a modified Q3/4 application... I would imagine this not being an extremely difficult request, especially compared to the benefits. I also know that Open JK has a mission of preserving backwards compatibility, and I don't think adding this feature back would disturb that goal. If it does, however, seem to be outside of the realm of Open Jk's scope, then maybe this request can at least get some developers' gears turning on how exactly this would be accomplished and maybe they can shed some light on the subject in this post. Thank you.
  19. Doesn't the link you posted here have a link within to import glm's into max 5-7? Couldn't you just import the glm? I thought Blender had a glm import option as well, but maybe not. Still though... you said you have max 5? Theres a max 5 glm importer on Psyko's site right there on the right. Does it only import mesh or something?
  20. Works fine for me in Softimage. http://imgur.com/a/a7qhc It depends as to which program/version you use to import it. Sometimes I get models from people and they are just nulls for bones... its something to do with the way your program is importing the xsi file i'd believe. I just tried to export the skeleton for you as a fbx file but it converted the bones into nulls as well... not sure how to approach it from here other than rebuild all the bones as curves or something and create a new skeleton for it in fbx format... not sure if the miniscule differences in bone placement in reference to world space will break the game though... might want to wait and see if someone else has a better importer for you or knows more about the issue with whatever program/plugins you're using. @@Asgarath83 heres a fbx and a dae see what u can do with those. http://www.mediafire.com/file/axom79m929o4q78/assassin_droid.rar
  21. How are the Tangents and biNormals being calcuated? Is it MCT Space like Unreal or more like Unity? Just asking for Substance Painter purposes
  22. Yeah man... in the nonhumanoidanims folder/archive, in xsi format. Just import the root.xsi to have the root pose skeleton.
  23. Has anyone else noticed that the root.xsi contained in the Raven animation pack has no bones? I think just the stupid triangle and a pelvis but the rest are deleted and the base mesh isn't rigged either. Also, when you import Kyle from the humanoid pack his skeleton is converted to null asterisks and none of the characters are rigged? Seems like we should have fixed those long ago... or they just aren't importing to Softimage 2011- 2013. Mini has an animation rig that works perfectly maybe we just rig Kyle and if you need someone else i.e. Luke... you can just gator over the weights and fine tune with the weight brush. The reason I bring this up is it would be very simple to copy over just about any humanoid looking animation from any rig with Gator and transfer/merge the corresponding bones.
  24. my god man. I know this seems like a wasted post, but I'd seriously like to thank you all. Top marks gentlemen
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