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Everything posted by ChalklYne
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I get what you're saying Eezstreet. I don't really want to overwhelm myself too much either. I will take your bit of advice and turn it into this.. I will ensure that if I in fact am going to rebuild something base, then I will have a decent reasoning that a regular reskin just couldnt fix. I have enough to do already, and I am constantly rebuilding models until we are happy with the outcome. So I will try and make this as simple as I can and make sure I am not atepping over my own toes as much as i can. I will remake the sphere part tonight, and only the sphere. Paying attention and plotting my next move as to not have to keep rebuilding and ultimately pissing everyone off lol Thank you for the advice guys. Does anyone have an answer to the specular map queston I posted above?
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I don't know man... I guess if I saw a really accurate texture or something that looked closer to the main goal than what I could come up with, then maybe aI'd use a peice of base. to me it all boils down to I need stuff to look a certain way. Easier to just do it myself than manipulate jka stuff
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I dont want any base stuff. Im retarded, I dont know why I didnt post that in the overview. Sounds and thats it for base, not even the menus. *Fixed.
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Mod Request: A'Sharad Hett Lightsaber
ChalklYne replied to LordDesann's topic in Mod Requests & Suggestions
Try and model it yourself man there is like the most basic of geometry to the thing, and a few sinmple textures seems like a perfect place to start. Id just import a base hand, throw the hilt in the right position, copy and paste and rename the tag on the hand to be the tag for the saber so it doesnt change orientation when gripped. Then, I'd model the string down the back of his hand with just a few simple alpha planes making sure not to clip through the hand.. like this -
ahhh i seee... i wanna do something more along these lines... than any other ones ive seen and this is a real nice ref video
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im just pointing out the curse of tfu tc's. it cant fail cuz im not depending on anyone else this time. i know as long as i keep at it, eventually, itll get done. im doing the mod mainly for myself and my own enjoyment of this community and the franchise. so im pretty motivated to finish it. ive already got plans on what im going to do after this as well... so the fires lit under my ass a bit so to speak. sorry if i came off as debbie downer in the overview, i was just pointing out the obvious main few points as a sort of FAQ i guess.
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well... for cutscenes im getting decent at animating. still havent figured out the animation mixer to be honest. I have an already animated scene ill pm u real quick so u know what i mean by animating the cutscenes in xsi. they wont be modelled to traditional skeles in most cutscenes its just a robot sitting, vader standing, and u strapped to a table so most of the animation is all done in one rig im setting up. here ill just PM u the video of the beta version of how the camera and table will function. see i was going to have it "unlock" new combos in between maps by a simple gla change. that way you can start off rather basic and each map progress. Im debating a side mission right now where proxy turns into grievous and tries to kill u in the training room. but im not sure its gunna be grievous. i wanted someone cool you havent fought on here yet like savage oppress, grievous, or maybe even plageuis but im still debating that aspect. might just make proxy swap to kevin bacon and do a footloose dance across the tie facility hangar floor. just seeing if yer still paying attention. It just wouldnt be tfu'esque without a bit of proxy problems. if it were to be grievous tho, i wouldnt want to reanimate an entire rig again like kazdans gunna have to be pretty much. instead maube id just model the character and top 2 arms to fit the jka skele, the make his other 2 arms a .veh filr with blasters in the hands. maybe script him to be in the "vehicle" while u fight him. that way his top 2 arms could give u saber combat while his bottom blasted at u. havent really thought on any of that yet
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niiiice. that would cause me to throw some royal guards into the mix =)
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i wasnt gunna say anything... but since u started one.. and i saw those nice facial features... i restarted mine lmao. i really need some rebel heads too so i have no problem restarting again id say im almost getting the hang of it. maybe not the actual proportions yet, but edge loops and what not im getting that decently. were you planning on a different outfit?
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it might have been a tad inaccurate =P ill just start over tonight. lol still going to keep the idea of the pilot and still going to model it rather high res then delete the unnecessary after rendermaps.. but yeah... it was a bit screwy. honestly i took a few looks ingame and just exited and went for it oops lesson learned better ref pics 4 me figured id post my ref pics from now on so we can all be on the same page
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i was thinking last night of remodelling the sphere you may have convinced me lol sounds good to me. also, i noticed the bars on the wings werent accurate instead of one fat bar it should be two skinny ones. i been paying closer attention i definately will fix the bars on the wings and most likely will convince myself to start the sphere over tonight. theres no crude or hurtful opinions dude ill try to honor your guys's crits a bit more if ive displayed otherwise in the past. id rather u be blunt and save muh mod then let me release something i probably could have done better on. i do rush a lot ill try to slow down a bit while looking at the refs. thx corto
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i saw the base one to look rather different than the tfu ones... here lemme try and find some refs and we'll see what i mean. besides the basic retexturing the thing was a bit wider in jka and taller and thinner in tfu imo. besides that, i wanted to model a little fighter inside the window for one variant like this... just a plane with a few cuts no real biggie but it looks cool if u turn the tie fighter left and right kinda looks like theres a lil dude in there. now i just gotta texture the inside and make him a real low poly plane of a back of a chair behind him to help with the depth illusion heres jka vs tfus ties
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so heres a rough draft of how the geometry and texturing will look on the tie fighter. im gunna build high res models like that wingnut, render some maps, then lower the res of the model and use it as textures. too bad we dont have bump maps for real this would work real nice hey does anybody know if i take some small geometry in xsi, and move the light to the right a bit to cast shadows like this... and then made me a rendermap of the shadows, then moved the right to the left slightly like this and did the same and made that my spec map if i would have decent results?
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Updated List The ones with X's I need no help on as they are already built by myself or someone else. The rest have yet to be started X__Proxy-done X__Starkiller- what a disaster but coming along nonetheless X__EVO trooper- done X__Jump trooper- done X__Incinerator trooper- @@DT85 X__Purge Trooper- done X__Stormtroopers- @@DT85 just need a few variations (@@Barricade24 has some) ___Felucians- body is done ___Rancors- I have one done, but will most likely be rebuilding it soon and making a few variants ___Bull rancor- havent started yet ___ Junk Droids- not started yet ___Junk Titan-- havent started yet X__Kazdan Paratus-- backpack and model are done ___Kota's militia- just a buncha different rebels i havent started any yet ___Dagobah creatures- i need to do some googling. i want some creatures like flying around or crawling or both. X__Dark juno- junos head on a more dark, gothic kind of looking sith female body, started the body ___AT-ST Variants- @@minilogoguy18 has a very nice one I may ask for, also @@AshuraDX said he may take another crack at one of them ___Droids 1 and 2- haven't started or figured out which droids to use yet X__Rodians- I have started the heads and would like to model them myself (or at least the heavy one)
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I have been given permission to use @@AshuraDX beautiful Galen Marek saber as well as his saberpike for Kazdan Paratus so I will not be needing lightsabers for them. i will post everything I have though, so everybody has an idea of how to help.
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As of right now I have permission from @@katanamaru to use his very nice backhand saber style for the mod. I will be adding a few anims to it as well such as a few different swings into a faked combo system, the dash, the repulse, and a taunt or 2. The faked combo system is something I did like a year ago, where I had every directional attack perform a combo of 2 swings, in some cases 3. so when you hold up+attack, then upleft+attack, he goes through quite a bit of attacks. the transitions were a problem, but I ended up making him end every attack sequence back in base pos which seemed ok. I didnt have any parrys though. I was hoping the community could give some ideas about how that functions.
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http://jkhub.org/topic/2283-tie-fighter/
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The first few halls and the majority of the hangar will be decently the same, but it will take a turn in the hangar as the normal door to exit will be welded shut and it will have a different route to take. I have the first halls all the way up to the hangar almost finished just having serious problems with the shaders atm. mainly I need a shader with a diff, spec, env, and glow, and one without glow. But my blend funcs are screwy I think. I will post the shaders soon and we can get that kink worked out. heres a few screenies of the progress so far... The floor has a different texture on it now, ill post newer pics soon I have a lot to organize right now now what I'm going to do is post pics of each individual map object and a ref pic of what its supposed to look like, and we can pick apart some of the shoddy texturing and things needed to make it decent.
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Unleashed 1.5 will be a *cough* T.C. mod. Much like all of it's deceased predecessors. I will cover a few main objectives here, and post work throughout the process. I do have a finished storyline which I have kicked around to a few people to see if it could be considered somewhat "cannon", and have had positive feedback so I will not need to post the entire storyline here as that would kind of ruin the feel of the mod the first time you play it, and will kill the twist at the end. Feel free to lend any suggestions, opinions, or crits you please. Point #1. Who and When. I am working on this mod alone atm, but will not take entire credit for it on its completion because my skills are a combination of everybodys knowledge and assistance. I have no idea when it will be done, but will guess that I'm at about 20% right now. I am welcome to any help anybody feels like lending. Point#2. What I have and what I need. i have the maps figured out, playermodels, textures, anims decently, but could use some assistance here and there with shaders and scripting the maps. The maps will be devised mainly of map objects I create in Sofimage XSI, combined with some brushwork and scripting. Point#3. Fail. Theres a curse on this mod. there always has been. Much like the movie Poltergeist. Nothing I can really do about that. I will say that I don't really work on anything else but this mod, and i get a bit done literally everyday. So even though it has a predetermined destiny to wind up oin the fail bucket, I will just continute to work on it and hopefully outwork the curse. This mod will not contain base models, textures, shaders, nor menus. The mod will have main maps, as well as 2 sub maps. The maps, in order, are as follows... Unknown Surgical Center (sub-map mainly used for cutscenes but will be playable at one point in the story) Tie facility Raxus prime Felucia Kamino Dagobah Rogue Shadow (the training room and a few other dynamics will be available in this sub-map, such as training missions, costume changes, and lightsaber changes much like the Nintendo DS version of TFU) the maps will not be cannon recreations of the tfu maps you are used to, but more like a reimagined version for certain reasons pretaining to the storyline. The maps are meant to be different because the main character is a clone with implanted memories of someone who was incredible with the force. So, things are a bit fuzzy and the maps are storyline wise induced dreams. So it will be a dream of a memory of a clone u can't clone. So expect the overall look and feel of the maps to be legit, but just a reimagined path. Different passeges to reach your objective. The maps will also not be very long maybe 3 or 4 sections each seperated by elevators and doors with loading screens because I plan on getting intense with some of the geometry here and there. I'm not considering any miltiplayer aspects of the mod as many of the skeles will be custom and cannot be used in MP yet. But feel free to lend a hand or suggestion or two and maybe after it's all said and done I can incorporate it and seperate a few nice MP maps and characters for it who knows. Right now not even considering it. The mod will have cutscenes rendered in xsi and converted to RoQ. One cutscene rig is almost complete, and it is the main one for the storyline. Ive shown a few people a beta version and it is getting positive feedback as well. Just like the storyline though, I would see it kind of lame to post the cutscenes. i have a big problem with starkillers voice because I dont want to just use TFU sounds for the cutscenes and just have him repeating himself. So his voice will be a problem, but, he only has a VERY small amount of dialogue if any at all. Anyways most of his thoughts will be displayed in the maps alog the corridors and things kind of like Splinter Cell: Conviction. So I can totally take his voice out of the picture and the mod would still make sense. I wont put a time on it, but, to give a rough idea percentage wise, id say I hope to have it done or just rockin by Xmas Be patient. Be kind. -Chalk
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i know but i already have like 6 open tfu'esque posts and didnt wanna be a doosh lol. maybe i can convince the big dogs to give me a mod forum for it. The project is gunna b called Unleashed 1.5 as its storyline will take place between 1 and 2. I have a decent amount of work done i might just say screw it and post it all here cuz i dont wanna take too much space and annoy people, and also, i already sent a request for the mod forums but i think i was shunned. and i dont know who to ask about it. and to be honest @@Fighter scares the crap outta me =) everytime i see that name someones getting in trouble or schooled hard on something lmao. we'll see what happens i will definately figure it out today tho. on a side note,.. a lot of you scare the crap out of me. Its not too hard to do.
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hey use this one instead my bad better textures better uvmap assignment just overall better. theres a small shader for it too feel free to whatever. but yeah yer better off with this1 http://www.sendspace.com/file/hai6l1
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it could prolly use a decent reskin but heres what i got so far http://www.sendspace.com/file/2nipf9 feel free to do whatever with it. no credits needed it doesnt have any shaders or a very decent texture but is an easy fix
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sure ill do a few chairs no worries. ill make your path just like u posted but the pk3 full of chairs ill release i think ill set the paths to map_objects/custom im at about 40% of the uvmap for the new chair
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ill make that next. i just spoke with ashura and told him iid prolly do like 5 or 6 decent chairs cuz i see posts all the time and maps that all have the same chairs, or need new ones. so cool right on ill do that one next. hey i got that chair modelled, uv mapped, and got the islands all seperated and grouped together nicly... but i rilly dont wanna texture it right now, so if yer in a rush, i can send u the md3, and uvmap (i got it 2048 right now just for turds n giggles) so either u texture it, or gimme a while. ill still need that path tho