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Pande

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Everything posted by Pande

  1. UV unwrapping in Blender is sooooooo much easier, I don't know how I ever lived without it in Gmax and XSI
  2. Microsoft has actually be one of the best for compatability with their older software, I doubt they will make 32bit impossible to use on any of their operating systems to come.
  3. I can confirm his site is not working, looks like he accidentally a template file. "Template File Not Found! Looking for template:carbon_07" I've let him known on Steam
  4. The compile times, that is Also the bugs due to too many lightstyles on a single lightmap texture, but we'll ignore that.
  5. Give ALL the lights different lightstyles!
  6. ^ noooooooooooot recommended! Go back to programming eez I keed. But seriously that will drag your compile down to the ground. Use negative lights, and use scale/x key/value to adjust their intensity so they aren't so obvious. I do wonder though, what is lighting the bottom part? Why is it not possible for you to just have those areas dark while lighting the bottom? Are you using a ambient or minlight over 20?
  7. Her skin could do with a lot of work, I'd put some soft lights around it and bake in a specular ever so slightly and also shade in her elbow pit and forearm muscle tendons
  8. It's name is Pinkie Pie? Did the writers not see the instant inuendo of that?
  9. Hrm, actually I was helping someone with this on #radiant the other day, there is a possibility this may be a bug. They too were fitting a texture and it was tiled in game, in their case wolfcam Q3. Give 1.5 a download for now and I will report the issue on their Github tracker for you. http://jkhub.org/files/file/1311-gtkradiant-15-complete-version/
  10. That could be done in just about any program, and I think results by hand edge loop collapsing would be better :S
  11. I stumbled upon this model while looking for other models. http://tf3dm.com/3d-model/altair-desmond-from-assassin39s-creed-i-89426.html tf3dm is well known for harboring ported models, such as this one from DICE/EA game Battlefield 3: http://tf3dm.com/3d-model/blackburn-14440.html However, this Altair model is not ripped from the game. I know this because when I (about 2 years ago or so?) was working on an Altair model for JKA I was looking at a ported model for reference. The texture map was all in one image, and the model was actually very low poly (although the game did tesselate it, as is common in games nowadays, for the cloth physics as well as general model smoothing). This model is a very, very well made remake and it has new textures and all that good jazz - best of all the author put it out there for whatever use people would like to put it to. I'm not myself interested in rigging and Lod'ing this, but if anyone is looking for a quick and easy project, there ya go. It will also need some edge and loop collapsing to make it a little more game friendly but it has great topology so that will be a 5 minute job to half the poly count.
  12. Ah, ok, I didn't realise this reskin was going off of the Clone Wars series, that explains the cartoony-ness. All previous comments are withdrawn.
  13. Whats with the black lines on his face o.0 It's like sewing threads or something? .. On plastic? Also the grungy texture applied to like the entire texture is really obvious. Hope you find ways to improve it, it's good to see.
  14. Also note you can't go distributing the London Symphony Orchestra LucasFilm recordings with your project, something just about every map maker or mod team has been/is guilty of including MB2, JKG, Eve of Coruption, etc etc etc.
  15. You definitely want -bounce in the light stage if it's an overcast map. If you have indoor areas that are lit by regular lights, put -dump in with bounce on your final compile, and then import the .map files it makes and delete any of the light entities that are indoors in those files. Then remove -bounce. (the -dump'd files are the lights a -bounce stage creates). This way you can have nice overcast outdoors, and sharp lighting indoors without the ugly colour bleed. This process is annoying though, let me know if you need help as it's not an easy task persay.
  16. Better than how I started modeling: 'OH MY GOSH THATS AWESOME *spends 5 hours in Blender* *sees other peoples work*... oh... now this is not quite as awesome. *trashes over 300 projects*
  17. wikiupload.com, no hassle no programs no registration no 500 links that all say 'download' but in fact are for other ads, etc.
  18. That's true for the code, not for the assets though.
  19. hhunter6 I am a terrain expert if I may say so myself, PM me
  20. Hydroball is so friggin awesome, I loved it especially since I played a lot of Blitzball in Final Fantasy for PS2 when I was a kid. Seriously why did they never make it it's own game?! Well.. now you can I guess. I do have one concern though: Since you are starting out completely fresh and going standalone.. why not use a better engine? Surely the physics in Unity or UDK would be a better fit? That said, the simplicity of JKA and it's ease of modding would be a fair enough platform for this. Whatever you do, I am so behind you on this. Contact me when you start needing assets like maps.
  21. ChalkYne do you mind sharing those freakin' awesome vine textures? And actually if you put these objects up for download in JKHub map prefabs that would also be great - these are absolutely excellent.
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