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ChalklYne

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Everything posted by ChalklYne

  1. I just don't have the time to do movie quality stuff tbh. update
  2. Im really strapped for time right now but I will work on this tonight and see what i get for ya
  3. A little cleanup and now I shall Unwrap it.
  4. ive added stuff in where it wasnt supposed to go via animevents.cfg. Has anyone actually tried putting an animevents and a gla in the saber folder and see what happens? An easy test would be, to take a stormtrooper(base) and make him a saber. Then move his animevents and the _humanoid.gla to the stormtrooper saber folder and see what happens. It sounds dumb but ive seen animevents inject like this in cool ways
  5. More accurate Lambda work. I'll probably release it uncrashed and crashed in case anyone wants a new Lambda
  6. i was planning on remodelling the cockpit. besides that it's just scale issues which yeah i might import base and compare.
  7. starting to fit this thing in there somehow
  8. messin with the crash site a bit
  9. Next... I need to apply an env stage to this shader models/map_objects/tiefacility/huge_light_hollow { { map $lightmap rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_diff blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_spec blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular } { map models/map_objects/tiefacility/huge_light_hollow_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } I want it to have an alphagen const integer so I can adjust the amount of "reflection" in it. Any thoughts?
  10. i personally keep it in a c/tools directory
  11. you'll have to swap it back for the other ones. i'm just helping you view this1. It obviously has a diff skeletal structure than the rest
  12. the pk3 for that particular model probably has a _humanoid folder in it with it's own modified gla you should try and replace your base one in c:gamedata or whatever for the one in the pk3.
  13. I did notice somehow the extra edge loops on those weird shapes. I was having troube building those weird shapes with very few tris. you killed that though man good work there. This is a rebuild because I've had to build this peice 3 times now because of that weird error. no wonder now that i look at it. I was just confused about that weird shape and am not really sure how I ended up with that result as compared to your edit. Awesome stuff tho.
  14. you're going to have to post some pics here's what i get on the wireframe I see nothing wasted
  15. https://www.dropbox.com/s/7jlb656ye69jdys/ext_corridor.obj see what it looks like to you?
  16. @@minilogoguy18 I uploaded a pic to my previous post.. it's not inverted, like.. smashed into itself. And it's probably the third I've encountered like this so far maybe 4th.
  17. Ill be randomly posting all of the misc. help I need to complete the mod. Things I'm just not too sure where else to post. Things that might be holding me up from progressing Today's topic; When I export an .obj out of Softimage, it looks great. I can then import said model into Milkshape, Roadkill, ZBrush, etc. with no worries. When I import the .obj into milkshape, then export as MD3... sometimes I get a weird error where like 80% of the model will be correct, and the rest will be like, flopped to the other side or completely backwards? Seems like a transform freezing issue or something right? But how can I be getting these issues just randomly? How do the transform issues don't show in Milkshape or ZBrush or Roadkill but in Radiant and ingame the MD3's are sometimes wonky? Any ideas? It causes me to rebuild like... I dunno a few models. Not that bad, but still... ill make 5 models and have to fully rebuild 1 because of this. Any ideas? I center the model back at 0 0 0 in 3d space before I export.
  18. having some trouble with the floow reflecting everything in the map because the map objects are non_solid. What exactly will be the fix for that? Clipping those models? or is there some vis_portals or something im going to have to set up?
  19. yeh i was already thinking of dramatically dropping the saturation hey @@therfiles ... you free yet? Im needin ya
  20. here's a little bit of cleanup I still have 2 of the exterior models to import into Radiant until that's done... and the door seems too small so I'll be adjusting that and re-importing that model.. Just finished unwrapping the catwalks just have a stand in texture for now and setting up most of the alpha planes for the ceiling work About to go rig and test out that Death character, then finish up the TIE fighter and misc. parts of the hangar
  21. Yay it's jkhub's bday, wait til you're 18 i'll post some boobies. =D I'm excited It's scientifically proven that things with more birthdays tend to live longer. Happy Birthday Hub
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