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Everything posted by Tempust85
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The stormie has undergone a slight edit: - Vertex count is lower, now I don't need to detach smooth groups to element (thanks Archangel ) - Helmet proportions have been edited to match my normal map version (now dead) - All textures have been edited to reduce the white - Fixed torso armor that was incorrect compared to the reference - Optimised a few spots here and there on LOD0 I'm waiting for the exporter to be fixed, then I'll release it & Luke 2.0.
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- 29 comments
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But seriously, what a crappy waterfall.....
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
From the cod piece, you can tell phasma's not a boy. -
Yeah, the entire thing is just EFX, my bad.
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I wouldn't count on anything rend2 tbh.
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I thought the waterfall was just a 3d mesh with a scrolling shader on it? EDIT: I think this is the shader. I'm guessing it's something to do with blendfunc or alphagen perhaps in the code that got changed somehow. textures/yavin/waterfall { qer_editorimage textures/yavin/water1 surfaceparm slick q3map_material Water q3map_nolightmap q3map_onlyvertexlighting cull twosided { map textures/yavin/water1 blendFunc GL_ONE GL_ZERO rgbGen exactVertex alphaGen const 0.9 tcMod scroll 0 -1 tcMod scale 3 3 } { map textures/yavin/water1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen const 0.33 tcMod scroll 0 -0.25 } { map textures/yavin/water_test blendFunc GL_DST_COLOR GL_ONE tcMod scroll 0 -0.15 tcMod scale 3 3 } { map textures/common/stars blendFunc GL_ONE GL_ONE rgbGen wave sin 0 1 0 0.5 } }
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An updated skeleton with a fresh set of facial bones would do wonders.
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Sounds great, though you can only do so much with the current facial bones.
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Well I had that leaked shot & the toy for reference, we shall see how close it is in the movie.
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Simply put. If they don't get the last bit of money, no XF mods.
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Tbh, I didn't notice there was a waterfall lol. If I were to guess, I'd say something to do with shader crap in the code. Also, your HUD looks to be missing stuff as well.
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Yeah but it doesn't match the reference. Check out the toy for what I mean.
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- 29 comments
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I know you crossed it out but with the updated exporter, you only need to set the smooth groups and export. No need to detach them at all. -
From what I can tell, Noesis cannot import the model so it's out. Blender I can only find exporters. As Psyk0sith said, would be best to ask CoD modders because the first step is to import the model.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
May as well be on-par with the XSI mod tool exporter, but after explicit normals though. -
Well rofl!
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Looks good. I kinda hate how I had to have the cloak on mine, but can only do so much with JKA and clipping.
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As usual, I forgot a few things with 1.0. Updates coming in 2.0: - Darker shadowing on textures as they came out a bit too light in-game - Specular maps on everything - Better model lighting - JKA Luke replacement - Team skins
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- 29 comments
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I forgot to add that it's the -smooth option on the left. And no, that's the fixed version just with crappy shadowing. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Tested out using smooth groups and here's the results: On the left is the old method of all normals averaged. On the right is the smooth group version. This will get even better looking once explicit normals is supported. -
An updated version will come once Archangel is done fixing the exporter. I'll then be able to control model lighting better.