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Tempust85

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Everything posted by Tempust85

  1. Re-weighted with fresh tags. Just need to upload it and get you to test it.
  2. @@Archangel35757 So is everything now fixed to a point where you can now compile updated plugins for every Max version above 5? Just "obain" every SDK (in a certain manor) from the installation discs. The only SDK's you need are: - Max 6 (plugins work in 7 & 8) - Max 9 - Max 2009 - Max 2010 (plugins work in 2011) - Max 2012 - Max 2013 (plugins reportedly work in 2014) Most of these you have already.
  3. I was going to move out soon anyway, but I couldn't go up and down stairs in my unit while my knee repairs itself and a while after that so I'm back living with parents until my knee is strong enough which is only another 4 weeks. Now Qui-gon keeps floating in my head to make, so I probably will do it after I finish the stormtrooper. Oh interesting, I didn't know he released his source files. Toshi gave me full permission to do whatever with any of his creations which could prove fun in the long run and those files may come in handy.
  4. Oh there was alot of crap I did, all on The Void (if it even exists anymore). Nothing that good tbh. Qui-gon is left as-is, but I may consider picking it up again once I get my PC & desk over here by tuesday next week seeing as I had to move out of my unit due to a patellar dislocation. :\
  5. Well I wonder who's bright idea it was to greenlight the upload in the first place with all that illegal code in there? Dumbasses, but at least the code is out for anyone to use albeit with no future updates or support.
  6. I'm probably the best person to talk about this as when I first started out all I did was frankenstein models. I learnt to get models ingame before I could model. Now while it's always better to learn how to make things yourself, frankenstein models aren't exactly shunned unless you: - try to pass the finished product off as your own work - do not give credit to the authors of the original models you used
  7. XSI is the ideal solution for JKA, but 3ds Max will work just as good now thanks to the exporter plugin fixes. In the end though, it all comes down to what you prefer to use.
  8. I can create heads and have a good likeness of whoever I'm using as a reference in the end, but when it comes to actually studying anatomy (muscles, bone, etc) I still get grossed out lol. @@Psyk0Sith knows his head anatomy, he will show you how to fix any anatomy issues and then it's just down to making it look like StarKiller. I strongly suggest that you pickup a sculpting program at some point, instead of doing the old school highpoly route.
  9. The best help I can provide is the TFU head sculpt render at the top of the page.
  10. Lol, my crappy PC won't load that link. :S
  11. Update on the pauldron textures:
  12. I'll make a clean version. With all these skins, I'm going to have to put it all into the character customisation menu instead.
  13. I was going for a more used look, I didn't want it to look like the armor only just got made. The lighting is a pain, but using the specular is the only way I can stop the gloss shader from appearing on the darker areas of the armor. I'm also reworking the pauldron textures, I didn't like how it turned out and some of the colors aren't done right.
  14. In-game: Modview:
  15. These are the colors/ranks of the pauldron I have. Sandtrooper (still need to make skin + backpack): Black - Enlisted ranksWhite - SergeantOrange - Squad Leader Stormtrooper: Gray - BombardierYellow - RiflemanRed - MedicBlue - SniperOrange - CaptainI'll post some pics tomorrow.
  16. Dismemberment works properly for all LOD's.
  17. Just running my own game, not on a hosted server. I just run the command devmapall mp/ffa1. EDIT: Did it! Just had to do g_dismember 1000, I only now notice @@Stoiss said g_dismember and not just cg_dismember.......D'OH!
  18. I've tried them both at 999 lol and still nothing.
  19. I forgot to mention I was talking about JKA MP. I just tried the broadsword command with no luck. I've killed dozens of bots and nothing dismembers... :\
  20. How do you get dismemberment to work? So far, I've tried these two commands: g_saberrealisticcombat 20 (tried all from 1-20) cg_dismember 1 and no model will dismember. Anyone got any ideas?
  21. Thanks. Ok so now I have (from Modview): LOD0 - 5,967 tris 5,170 verts LOD1 - 4,154 tris 3,457 verts LOD2 - 2,748 tris 2,536 verts All I need to do now is work on those extras. Now I *think* I remember seeing something a few years ago that allowed you explode your model into all segments activating all caps. Is this real or did I dream it up lol?
  22. Yeah, it has caps and is segmented for dismemberment. Btw anyone know the LOD distances? Activating LODs on distance from the model would be a nice feature for Modview.
  23. Thanks, I had a look and it wasn't what I was after. I had a muck around in the shader editor and finally found the right combination. Now the shine and the specular work together. Btw, LOD0 is at 6,238 tris. This will have to do, but I will include one LOD (LOD1 at 4,500 tris) to make it a bit better on performance.
  24. I'll put any further updates on my Stormtrooper here. Now does anyone know if it's possible to use a specular texture to mask certain areas from using this shiny shader? models/players/DT_stormtrooper/armor_d { q3map_nolightmap q3map_onlyvertexlighting { map models/players/DT_stormtrooper/armor_d.jpg blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/DT_stormtrooper/Gloss blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } P.S I stole this from that Hapslash Improved Stormtrooper v2.
  25. That ref I posted is the actual sculpt they used for TFU's Starkiller, so that's the best non Sam Witwer pic you will get.
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