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Everything posted by ChalklYne
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Yeah I gave that idea to firedragon, (gripped anim) which he implemented. Where the hell is Exile? Nice work redoing the cameraandtimescript thing. Good idea.
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The other person, in the "CHALK's REPULSE" thread that explained it to you... was Chalk brotha lol http://forums.filefront.com/sw-jk3-modding-mapping-editing/448357-chalks-repulse.html Read the introduction in it's entirety and you'll be able to fix it hopefully
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Either @@AshuraDX or myself will be able to help you fix that dash. Its not just the fps of the anims I slowed it down to make sure.. talk to @@katanamaru about transitions and things of that nature. The repulse, I really feel the need to just give you the working one, but, seeing that it literally took me 3 months of steady work on it to perfect it, I have to decline. All I can say is, it looks to be functioning like you want, so maybe just mess with the anim a bit like u said and im sure it's fine. Good stuff here. Nice mashing of other mods. Be sure you include in the credits the creator of that cameraandtimescripts mod youve included. Just because you saw it on a video of JAU or wherever, doesn't mean you shouldnt include them in the credits. Just my opinion. That way someone relevant to that mod might be interested in helping you if anything, and show you things like the correct dash and stuff u know? I just like to include everyone who had their hand in anything even suggestions that I end up using... and since this mod will be a mashing of other mods, be careful and include all original creators in the credits
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Long explanation In short
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yeah I immediately saw a few things jump right out at me that I should revisit in zbrush... good thinking
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im thinking it could be the area under his eyes top lip isnt wide enough heres a kinda cool pic of me painting it in zbrush
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hopefully better showing a close up of the texture
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Thank you! I agree that the eyes are too big. Im thinking too wide. I have a very very low poly/ low res version of the ears going on, and was hoping to sneak it by you guys rofl!! But good eye and good point that will be next is making sure he can hear. thanx dude
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i figured maybe you were going to take a whack at making him in radiant or something hell i dunno lol
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Oh nice...lmao... my bad dude you can take it ninja'd
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heres a few minutes of work. I enjoyed reading the request. Still some geometry to do, and I will need to know how he is animated Give me some time as I will be doing this on my down time
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Now to work on his body 4100 verts just under 6000 tris I have about a week's worth of music to do for someone, then I will be finishing up the TIE facility and moving onto either Raxus Prime, or the cutscene chamber
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No smoothing here, that's the actual geometry And as promised...
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actually... no lol i wasnt planning on adding the rogue shadow my storyline is based just off of the main maps of tfu1... and as this version of SK will never have freedom to roam where he wants, he will be kept away from things like his ship, kota, and juno. you can read more at the general discussion forum in that mod section i believe when you read the storyline
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I agree that the upper half has a bit of a lightbulb shape to it i will mess with it in a minute good eye
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Dragon just makes it more difficult. You'll get the same results no matter what program you're using... it's a comfortability thing. I can use Softimage's animation tools and he can use dragon and im sure his stuff would come out better... just from the experience. I say if you're comfortable with dragon go for it. We can set up the exact same sliders and make all of the exact same bone selectability and even keyboard shortcuts in Softimage for you too you know? Would take a day or two but it would function and handle the exact same. Except, we can throw in more stuff for you to play with as well. Just a thought. Now granted, if you change the keyboard shortcuts it will obliterate any chances of you actually ever learning Softimage without a headache.
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why cant u just convert them to md3's may i ask?
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I really dig the form and proportions man good work here
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I know. I just personally don't like any of those sabers besides maybe qui gon's and the obi right next to it. The rest just look gaudy and like they are just different sabers stuck together. They just don't flow nicely like they were built by someone who had concerns for the visual final product. I tend to think if I were making my own saber, I'd spend a lot of time in not only the function but the aesthetics as well. And the rest have weird stuff here and there that i dont like. I'll probably contribute at least one of each styles i.e. dual, staff, single. Maybe give off or whatever else i find.
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swapped back to the less congested texture, and started playing with shaders... i have the blending mode all jacked as you can see by the blueish greenish crap in the shadows... heres the shader. models/weapons2/gold_dual/saber_base { { map $lightmap rgbGen identity } { map models/weapons2/gold_dual/saber blendFunc GL_DST_COLOR GL_ZERO alphaGen lightingDiffuse } { map models/weapons2/gold_dual/saber_spec blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular } }
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cant we use psykosith's new skele with the new bones and cloth simulation?
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dude i gotta go pick up my lil girl from school and then go to work... but i will be on around this time tomorrow maybe a lil earlier even and we'll figure something out.
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