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Everything posted by Tempust85
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Yeah I've been seeing if I can tweak Toshi's head to look for younger, but not really having much success. Would you guys say it's only really the hair that needs to be fixed?
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Unless you have your own team ready to go, free projects usually fail pretty quick on UDK.
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That and it depends on big your...pocket book is...
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Looking great there Chalk.
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Wasn't going to post this originally, but I thought meh what the hell. Took this on as a request from someone here, to work on an ESB Luke. Due to time constraints, I decided to remodel Raven's Jedi model Hapslash used to make his ESB Luke reskin: Tweaking everything, and adding Toshi's Luke head on, with some modifications. Textures are Hapslash's with a slight tweak.
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She looks ready to lop it off.
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Hmm, that could be a shader issue? I dunno lol, everything has specular on it.
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I got Cmake, and that's as far as I could get. Step 4 in this guide https://github.com/Razish/OpenJK/wiki/Compilation-guide doesn't work:
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Cool, I was mostly curious if it was possible at all.
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You're sh*tting me....wow this is awesome! Is there a way to allow anyone to swap body parts without coding or re-weighting models via a script or something?
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Oh lol, geez I can be so thick sometimes. Thanks.
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Yeah I had that too on singleplayer code. I had to manually redo the paths to the missing .cpp files, they are still there but in "\qcommon". Had to move "ALut.lib" to the root of the "code" folder. I'm sure there's a better way to get it to work but I don't know how and I just wanted to compile some code lol. I guess no one's been updating the VS files as well.
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Who do I talk to about getting Dark Forces II Mod added to the mod project forums? Just about finished with the intro videos, new main title music and new text crawl.
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JKO in Unreal Engine Porting Discussion
Tempust85 replied to CaptainCrazy's topic in Art, Media & Technology
They could also not have any 3d artists to remake all the models. -
W00T! HAPPY BDAY JKHUB!!!
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Version (2.0)
6,021 downloads
******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : DT MaraJade Author : DT File Name : DT_MaraJade.pk3 Date Released : September 1, 2013 Model : Hapslash, DT Textures : DT, Hapslash, shadowknight1 Weighting : DT Description: ---------------------------------------------------------------------- Mara Jade, as seen in Heir to the Empire. Known Bugs: - Slight clipping in certain animations, unavoidable thanks to the JKA skeleton. Bot: Yes. NPC: Yes. Team Skins: No. Lightsaber Included: Yes. SP: No. Special Thanks: ---------------------------------------------------------------------- Credits go to Hapslash for his Gwethenea model + textures & to Shadowknight1 for his textures. Also to whoever made Mara's hilt for the MotS Mara Jade model. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
Considering all the criticism you get chalk, you're bound to blow your top sometimes. You've been a real good sport. The fact that you apologised is even better. I remember 8 years ago I used to rage if anyone dared to give me anything other than praise lol.
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How is TGA harder to manipulate in photoshop? I find it rather easy working with the alpha channel.
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@@Xycaleth I've PMed you the FBX file.
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I thought I saw the limit was higher somewhere...oh well shows how much I know lol. If carcass can't process 4 LODs, then having 4 LODs in a GLM will rely on Xycaleth's FBX to GLM converter unless of course you're a Blender user.
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Looking great. The hooded version looks like Disney put Tom Hardy as a Jedi rofl.
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Ok cool. I think ghoul2 (if I remember the limits i saw correctly) can have at least one more LOD so you could set LOD 4 as collision mesh and leave the other 3 as-is. Whether or not carcass can process 4 LODs is another thing.
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Sure can, I'll put in my testing weights animation which has all bones moving and the root pose at frame 0.
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Yeah but wouldn't a simpler mesh (that would be around 1,000 tris or below) be better on performance? Any hoods can just have the back, sides and front simulation influence feathered. The effect would be similar to some games that have long sleeves "wobbling" as they react to wind and movement.
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Yep already doing that, I'm also pinching any sounds I need. So far, I've run "kyle meets 8t88" through tmpgenc then converted it using roq.exe and didn't lose much quality in the conversion. Next up is the intro where I'm using JKA's version of text crawl (with new words of course). I've cut the beginning out up until the text crawl disappears, and the JEDI KNIGHT logo at the end as well.