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Posts posted by Pande
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That could be done in just about any program, and I think results by hand edge loop collapsing would be better :S
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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.
Circa likes this -
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 All previous comments are withdrawn.
Circa likes this -
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.
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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.
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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.
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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*
Circa, Artemis and Mandalorian like this -
wikiupload.com, no hassle no programs no registration no 500 links that all say 'download' but in fact are for other ads, etc.
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Alsooo, the source code is released. So basically ANYTHING is fine as long as you give credit, and if it's a mod, release your own source code alteration of the original, I believe. Correct me if I'm wrong, @@therfiles
That's true for the code, not for the assets though.
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hhunter6 I am a terrain expert if I may say so myself, PM me
Tempust85 likes this -
Wow, awesome work DT!
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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.
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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.
ChalklYne likes this -
It looks like they imported the animations from JKA for that first video, which was really surreal to see haha.
LavCorps! likes this -
Yep. Though to the player it appears to be just one big long flat stretch of land.
Lol, no it wouldn't.. that would require massive code changes and portaling. This is just a cinematic transfer from one region to another thru some sort of pass like a winding canyon.
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Largest map size x 8 over lapping, but it did break the game if you used even a x4 lightmapscale so it was confirmed not possible. 2 or 3 layers was fine though. For anyone interested, I used corresponding _Cs and _Rs values for each layer, allowing the sun light to pass through to the other layers.
With teleportation, this would make for a very large playable area. The idea in JKG is to have certain exit points from the desert, where upon entering you would then be asked in dialogue if you want to continue and warned about dangers and how much water you have on you. When you say yes, a cinematic occurs to cover up the silent teleporting of your player, and you appear in the new zone.
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Yeah, that's just an iframe, really super easy to implement. You just generate some code from kiwiirc.com and place it on any page.
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Nope, wasn't around. That's very strange of BioWare to be that dickish. Someone on the Bridge Commander forums ported the ships from Mass Effect 3 and got permission from BioWare to release them.
Not really dickish, they are actually required by law to pursue copyright infringements and if they are seen to be not doing so then they can stand to lose their ownership of the content.
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Have fun with that
eezstreet, CansecoDev and Stoiss like this -
Yep, the shader command is surfaceparm nosteps
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I also don't know if it's possible to pull models from the Wii version of The Force Unleashed, but that Mara Jade model would be amazing. Not holding my breath though.
Seriously? ...
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The person hosting it had to let it go for financial reasons, and it was dying out anyway. We moved to a new site but it died quickly as sites often do after a move.
You can keep an eye on my own tutorial site here if you'd like, I'm going to try to make an effort to put more tutorials up than the 2-3 that are there. But the ones that are there are great tutorials none-the-less.
http://www.map-academy.shipheadstudios.frihost.org
I got the site looking like I wanted it from the ground up, but then slowed down when it came to actual content, lol.
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No -lomem but there is -fast, which should never ever be used for a final compile (unlike -fast for light).
GTK Radiant 1.6 question
in Modding Assistance
Posted
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/