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Tempust85

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Everything posted by Tempust85

  1. I've noticed that the fingers are gripping too tight on the sabers, so you may want to check that out also.
  2. Now that I think of it, Xycaleth said a while ago he might be able to fix the GLM output to have no breaks along UV seams with his FBX 2 GLM converter. I wonder if there's a way to fix it via the renderer?
  3. It's clean. Like I said, it looks as it should when applied to an MD3 version of my model just with the UV seams which is present in both formats.
  4. Doesn't matter whether I use crazybump, zbrush or Max to generate normal maps, they are still not appearing properly on ghoul2 models. If used on an MD3 model, they appear as they should.
  5. Jedi Knight: Enhanced is a good name, but it could also be mistaken to be or include the DF2 game.
  6. The normal maps aren't looking as they should. They appear fine on MD3 models & BSP, but not Ghoul2 so there may be a problem with the Ghoul2 USE_VERT_TANGENT_SPACE code. I had a look and it's not done the same way as MD3 & IQM. Then there's the issue of UV seams where the surface of the model breaks along the UV seams but MD3 (and probably IQM) also has this issue.
  7. The only thing this guy can be praised for is his knowledge of UDK.
  8. I'm steering clear of T4, it's t800 doesn't match the ones in terminator 1 & 2. But yeah, the neck supports should be more angled.
  9. I'm by far an expert, but it looks to have the feel of a JK2 map.
  10. Currently working on this between other things: The finer details will be added via textures.
  11. The JKA skeleton for XSI is in the downloads section, which is currently offline.
  12. You and anyone else can do what you want with it, so long as I'm credited.
  13. Rend2 however still needs fixing when it comes to Ghoul2 models. There's the fact of face splitting along UV seams & normal maps aren't displaying 100% correctly. It will be a while I'm sure before rend2 is in a decent state for the average user to use.
  14. You'll have to bake the details into the diffuse. @@Psyk0Sith would know more, he's done it for JKA.
  15. Here's what I have to release for Maul's source files: https://www.dropbox.com/s/9hq5efe7jneg6sl/DT_Maul.zip The zip includes a game mesh in two formats, FBX & OBJ. It isn't rigged or has UV's.
  16. Here's everything I have (minus the converted videos source due to space) for DF2 mod's latest build & source: https://www.dropbox.com/sh/y6rm3ppgdmxo1cy/fYfbHh9SMx/JKA/DF2%20Mod
  17. Should have DF2 mod source & build + Maul low poly uploaded in the next day or so. Will post the link when it's ready

  18. All the fans can bitch all they want, but you can't tell how a film will be soley on a cast announcement. The only thing I'm wanting is more Lando. Also, this should be merged with the main star wars thread.
  19. It's an issue of manpower & the fact I'm sick of the engine after working hard on every part of the large project. I still think converting DF2 Mod to an MP mod would be best. As for me, I'm going to stick to smaller projects from now on. I'm currently working on this: http://jkhub.org/topic/3920-terminator-apocalypse If anyone would like to help out, PM me.
  20. This is a redo of my HL2 MP mod, Terminator Apocalypse. Built with UDK, it's a SkyNET vs Resistance MP game with FFA & TDM gamemodes. The first release is going to be small, so there will be: - 2 gamemodes - 2 character models each team - 3 weapons each team - 1 map SkyNET: - T-800 Endo (character) - T-800 Infiltrator (character) - Plasma Rifle (weapon) - Plasma Cannon (weapon) - T-800 Fuel Cell (weapon) Resistance: - Tech-comm Soldier (character) - Reprogrammed T-800 Infiltrator (character) - Plasma Rifle (weapon) - Plasma Sniper Rifle (weapon) - Grenade (weapon) T-800 Infiltrator (by Toshi) with Sub-surface Scattering Downtown map Plasma Sniper Rifle scope which has animated static
  21. Modding yeah, most likely but I'll stick around the forums.
  22. Wondering if I should post updates on my Terminator MP game or not

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