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Everything posted by Tempust85
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@@Darth Sion Sequel Trilogy troopers do not have chrome, so it would look out of place. Here's how I do chrome though: Works with the specular map so any dark areas aren't "chromed".
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**OFFICIAL** Dark Forces Mod revival topic
Tempust85 replied to Teancum's topic in WIPs, Teasers & Releases
Guys, Infinity Blade passed away some years ago so he isn't contactable. -
Should just remove the sound being external and the text crawl being in a TGA and just have it all in a video. Less hassle, less bullshit and easier for modders. If you want a decent quality image to still scroll over the intro video, you'd need to up the size of the texture. Pretty sure Raven took the current route because of disk/disc space which now isn't an issue.
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Bespin Cloud City Vader SP Mission - WIP
Tempust85 replied to Langerd's topic in WIPs, Teasers & Releases
Yeah just because there's a mesh split, doesn't mean it has to look like there's a mesh split. -
**OFFICIAL** Dark Forces Mod revival topic
Tempust85 replied to Teancum's topic in WIPs, Teasers & Releases
JKL to map is shit to say the least. You need to do a recreation in radiant. -
Ohhh, I was thinking parallax. Also a bug carried from ioquake3's rend2 is parallax textures meeting at a wall join/corner produces a gap in the brushwork. Not sure if this can be fixed at all, but worth mentioning.
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Even if player models had displacement maps working, it'd have to be used very carefully or you won't get a decent result. Tbh, normal maps suffice.
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**OFFICIAL** Dark Forces Mod revival topic
Tempust85 replied to Teancum's topic in WIPs, Teasers & Releases
Well true, but the rest still need to be done. -
**OFFICIAL** Dark Forces Mod revival topic
Tempust85 replied to Teancum's topic in WIPs, Teasers & Releases
Mohc doesn't look finished. It has no LODs, some of the textures look unfinished, some meshes aren't named properly, some of the model needs more segmentation and it also needs to have caps added. EDIT: My time is limited, but I've corrected these issues: - segmentation - mesh naming - model position - added smooth groups - holes - reset xform https://dl.dropboxusercontent.com/u/16660487/JKA/DT_Edit_Mohc.rar Saved in Max 2014. Still needs: - rigging - texture fixes - caps - LODs - inner mouth mesh aligned to the face mesh's mouth -
@@minilogoguy18 Afaik, displacement maps either aren't supported or do not work correctly on models. The only place they work is maps.
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Would that explain why I've seen some sort of grainy transparent box filter type thing with distant-ish shadows, but disappears upclose?
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I only have a 650gtx nvidia.
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@@Xycaleth Remember when I said I was testing out rend2 on MBII and i had some FPS woes? Well, I've narrowed it down to just one thing - shadow map size. If set @ 512x, I get decent FPS. So it's probably just my video card isn't good enough to display higher resolution shadow maps in this game.
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I take it the seats are more detailed? Sorry, I'm having issue trying to find out the difference between the shots.
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**OFFICIAL** Dark Forces Mod revival topic
Tempust85 replied to Teancum's topic in WIPs, Teasers & Releases
I'd like to see my RotJ Stormtrooper used in this. You have my permission for anything of mine, just stick my name in the credits. I'd also like to see Infinity Blade's DF Kyle in this. -
Here's the trello link: https://trello.com/b/wdwAvV3n/rend2
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I'm going to call it "sac" for short.
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Rend2 only renders, it doesn't create. It's still the artist's job to create the assets and there's alot of artists around here to do just that when the time comes. If you want decent results, texturing would have to be redone at the very least which means works like Hapslash's Obi-wan will not look good "as-is". What you see in that pic is generated normal maps which tbh, the feature should go at some point because it generates a normal map for every texture including menus & effects afaik.
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What I really need is all angles of that robotic hand...
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Nothing really similar between the two unfortunately. I have no interest in making a flametrooper because there's no flame guys in JKA that it could replace. I just feel it would look as stupid as having Goku playing as a Jedi.
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It's all about familiarizing yourself with the tools and thinking of a way to make something with the best results and least effort.
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There's still areas that can be reduced by following what I've done here: Also a tip when modelling details: If the detail is large and will make a difference to the overall shape, model it. If it's small and isn't noticeable unless upclose, texture it.
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Location of melee damage tables? + Dark Forces mod updates!
Tempust85 replied to Teancum's topic in Coding and Scripts
I wouldn't bother with my df2 code, it's very out of date and jk enhanced does a lot more. -
Location of melee damage tables? + Dark Forces mod updates!
Tempust85 replied to Teancum's topic in Coding and Scripts
Best thing to do is to use jk enhanced as your base, as that has alot of new features. My DF2 mod first person melee was MD3 and was very crap compared to what can be done with ghoul2 viewmodels.