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Everything posted by ChalklYne
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it would be cool to bind it all to a button, to swap the mouse movement for the free range camera. say u hold z and then while yer holding it the mouse instead of moving the player left and right will instead spin around him like the camera controls of say re5 n 6 or deadspace or something. thatd b cool too. i messed around with a "rearview mirror" button so i wasnt getting crept on lol
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http://jediknight3.filefront.com/file/JK2JA_SP_Camera_and_Time_Control_Script;91001 i just use that for sp i also started rebinding the controls to have a better view with the right thumbstick on my 360 controller viz pinnacle game profiler that pinnacle was 20 bux and hasnt failed me yet it has made me able to do things with jka u couldnt normally do so seemlessly before i reccomend that pinnacle program to anybody it is incredible. but this is the camera script i use and it works fine for me
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hey barricade... cut his head off. take the wolffe models head off and recompile it and see if u have the same issues. this is the 2nd model in a row that if i remove his head i dont get the error. im wondering if its the naming of the head peices. cuz i had his head segmented into 2 peices, but i know that isnt the issue because of the way the base models have almost the exact same thing... so im thinking its either faulty geometry bugging out, or if the peices of the head have to be named a certain thing, or if they cant be weighed to a certain bone... try it tho and if it doesnt work for the head, try with the other peices til it works. i should have more info on this this evening as i dabble n experiment. like a mad professor
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ive really only made a map n some shaders in unreal so im pretty unfamiliar with it. i know for a fact that this is a dumb question... but why does jkas engine have so many limitations and is it as easy as just changine some lines as to how many verts/ etc can be rendered at once, or do u have to rewrite like every header or whatever? guess im trying to get an idea of the amount of work needs to be done versus the benefits.
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crap lol well.. im down for a 501st game. like from clone training all the way to bf2 that would be worth a little effort i guess. but damnitt if u arent exactly right
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exactly! like.. we can make a yavin1 in unreal in no time and it would be pretty awesome.. and we can throw in artistic freedom here n there (new plants etc) i think the main issue is saber combat but even if thats the issue... we can just do a fps like republic commandos all unreal which would still be pretty friggin sweet. that takes almost all the coding out. hell maybe all the coding lol
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i too must derail the subject and put in my 2 cents on the whole unreal thing... i dont care what the mod is.. prequel, tfu, kotor, if anyone wants to start coding it ill definately be down to create some high res sw models with normals and everything. sure would b nice. i was talking to someone about it and they said it would be an issue to get them ghoul2 models, .efx files, and everything all into unreal, but i say dont. we wont need the old models and efx files if were doing unreal we can go all unreal u know? just my 2 cents. but throw ol chalk in the hat of dedicated modellers who are willing to model high res. i struggle with the low res stuff cuz im always trying to save a vert lol i apologize for the sidetracking
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maybe add it to autoexec.cfg?
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So I'm back and a little bored...
ChalklYne replied to katanamaru's topic in General Modding Discussions
the tfu style force push will work animating wise very easily...but if u wanna add the efx file to it you will see that he orients the effects all screwy are u saying u fixed that kata? i thought it was just orienting the saber tag a little differently... but could never get it right -
whats yer tri count? none of my groups have over 500 but im at like 6048 tris
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i went to cut proxys head off... and low n behold
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just the head n chestplate are done right now the rest is being fixed atm
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i know i was stoked to see inyri. i know i screwed up the feet i friggin oriented em to the bone and now that i look at the pic i get it and as for the brightness im adjusting colors while im making these shaders right now he looks good ingame now no worries.. ill post a screenie here in a sec of the shader progress..
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i dunno i think im confusing myself wiht the ref pics because of the lighting i shoulda just used the color picker when i was in zbrush.. but thats an ifail a while ago i made a decent irradescent type shader with purple n blue spec maps i think i was gunna try that n see how that looks and if not, go all blue.. but it would be nice to have that weird irradecent look his armor has oh crap regardless i should start with a blueish base and maybe do the spec map a lil purplish der my blunder
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anybody feel like doing a sound set for him?
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yeah i know.. i still gotta make spec maps for it and what not so ill wait til i start those and make sure it all looks right as i go.. id say hes almost ready to rig. gotta orient his feet correctly... maybe some minor tweaks to adjust but overall im bout to rig him and nevermind about the shaders thing man... proxy has soooo many lights and crap on him and i remember where it all is on the uvmaps so ill just have to do it but maybe once i get the glow maps and spec maps done u can help me adjust the shaders try that skype thing again man i didnt get it edit: feet and other things were a bit off from the skele after i looked at it... so i refitted to skele..heirarchy done.. tags set.. transforms froze. prolly start it later today or tonight. shouldnt take me but an hour or 2 cuz hes a droid. a lot easier to rig. plus... i modelled him specifically for rigging lol i wanted to make things easy on myself for once
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reminants of a past proxy lol. hold on...
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oh yeah lol i was waiting to import a base model n compare i knew the blueish/purple colorq and the face was a little off it was just getting late last night n i gave in ill mess with it when i get a sec thx ashura man u got a great eye for the shit i overlook so whats up with writing these shaders for me i always been a huge fan of yer shader work vs. mine
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slowly chiselling away at it hey ashura.. wanna do the shaders for this guy? edit: wrapping it up
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awesome. i will dabble with that on my off time in between all this other crap im sure with the pitch and yawspeed and things like that i can get it moderately controllable
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sorry if this is dumb... but couldnt u just make a jetpack model... rig it as a vehicle... and edit the .veh file to get it to fly so its just a vehicle?