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Tempust85

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Everything posted by Tempust85

  1. Finally finished polluting the diagonal lift area with crates, enemy npcs, items, 3 cranes, 2 droids.....and no questions asked. Stats: - Structure & textures: 50% - Lighting: 15% - Doors/lifts working: 50% - Item placement & NPCs: 40% - Skybox: 0% You might be going "yo DT, where's the screens at?" Well, I haven't lit the new areas and full bright doesn't do the overall look much justice. However, here is the area I'm currently upto:
  2. Yeah I am preserving smooth groups, I'll send you a version without.
  3. I think it's just a tad lighter, I could be wrong though.
  4. I'll help you (when I can) with what I know of scripting, lifts are now my speciality.
  5. While the model doesn't exaclty do it justice, the result is better than anything else I've seen so good job. Only crits: - try and make the hair more blonde - see if you can make him not so serious (eyebrows). I would really love to be able to reshape the model for ANH and your pilot, but I just don't have the time which annoys me lol.
  6. Great work Xycaleth, keep it up! Is it reading off the base JKA humanoid.gla with weighting intact? If you need anything else, let me know.
  7. Thanks for all the suggestions guys, ill be referring to this thread when I get back to Kyle klitzner.
  8. Nothing much to really show off, but I've made my first diagonal moving lift. For those who have played DF2 and know narshadda, you should know basically where I'm upto lol. Now for some stats: - Structure & textures: 40% - Lighting: 15% - Doors/lifts working: 40% - Item placement & NPCs: 30% - Skybox: 0% - Vis: 0%
  9. I just wish that "SHUTUP!" (from the JKA youtube videos) would be incorporated ingame everytime Rosh speaks, would be hella funny.
  10. Lovin' this! Great job! It's mainly a Raven & Toshi model, I just tweaked it lol.
  11. I also imported the model back in Max and tested the hierarchy and it looks intact (tags, caps, etc), so there *shouldn't* be anything more you need from me for now lol.
  12. Rosh: "Maybe you could cut off my arm and slap me with it"
  13. Looks great, but yeah could certainly use some mesh alterations/additions. I wasn't planning on making my own Luke pilot, but anyone is welcome to do what they want with the models/textures so long as they credit me but also Toshi. I sadly won't have any time to do anything other than DF2 mod stuff for quite some time, I'm trying hard to finish mapping the structure of the first level asap.
  14. I remember seeing a program that did something similar but certainly not with the same result.
  15. Real interesting. Noesis can only load ASCII FBX, and when I load that up all the tags are bunched at the bottom of the root like in your pic Xycaleth. I'll see what's going on. EDIT: Fixed tags issue so they should all be in their proper place. Sending you a new .zip.
  16. @@Xycaleth Exported as Z up. Seeing as GLMs for JKA were built with XSI I'll send you a Y up & Z up version.
  17. I was messing around in shaderEd for my Stormtrooper, and I was able to have specular & gloss on the armor. The spec worked as it normally does and made the gloss become less visible the darker the spec was in certain areas. I think it came out pretty well. If you want the shader code, I'll post it but I think AshuraDX has it covered.
  18. I would just: - assign the forward & back binds to the left and right keys - delete the binds for the up & down keys - delete any other binds that strafe or rotate the player You should be able to tweak the thirdperson cam settings to work as side scrolling as well.
  19. Ok, so the method used in Kejim_post.map works. Using ref_tags to move the elevator, and func_usable for all switches. Thanks guys for the help, your suggestions helped me learn a fair bit about what does what. P.S There is no "best answer" but I'll mark this post as the "best answer" to mark this topic solved.
  20. After this converter project, can you please see (if you have time) if you can put 1 moveable light source in modview? Just so we can see shadowing on a compiled model without having to view it ingame.
  21. Rofl. I love seeing your WIP's Xycaleth, always interesting. Btw, are those the bones or tags all bunched up at the root?
  22. It works somewhat, the "on" comes on when you press the switch but lingers until the lift goes back to the bottom floor. The only thing I can do, otherwise I get overlapping switches with the effect outlined in the above post. :\
  23. That works, however because my switch glows I can see the glow through the "off switch".
  24. target_multiple was a typo lol, I had trigger_multiple. Ok I did all that and made sure it was set up like you said but still does it. :\
  25. Doesn't work , it just toggles the "on switch" on/off each time I press the target_multiple. I have the target_delay targeted at the func_wall on switch, with 2000 for the wait.
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