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Everything posted by Tempust85
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Animations will be easy as.
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Calm down. Anyways, I've started on the head (not showing anything yet). Now for those who think Mark has a big belly:
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Fine, fine. Consider this taken by me. Juggling a few projects now, so bear with me. Just basic colors to help visualize, will be more accurate later.
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Well if he's busy, maybe I should. I haven't sculpted since Maul though.
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I vote @@Psyk0Sith makes this, there should be just enough reference now.
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@@Xycaleth Any ideas for what could be causing those weird normals? Also, I was in source engine's hammer map editor just now and I saw there is a cubemap size setting for the cubemap entity. Perhaps the mapper being able to set the cubemap size would be handy for rend2? Was thinking a field to input the size, like for example: key: cubemapsize value: 128 There can be info on sizes and when is best to use what sizes in the info window. This could be handy as not all areas need the same size cubemap and may save on performance.
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Ok so HL2. I'll see what I can do, no promises. EDIT: Need the .vtx files as well.
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What game is it from?
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Evolution of Combat IV - Preview 2 - A.I.
Tempust85 replied to MattFiler's topic in WIPs, Teasers & Releases
That logic system sounds like a god-send for mappers. No more massive amounts of time wasted doing "do not enter" brushwork. -
What format are they in and what game? If noesis can't open them, I'd be worried.
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If you're using 1.6, Save your map and then reopen radiant and your map. If the brush has been removed, I'd use radiant 1.5. I've had that issue everytime I use 1.6, it never acts right as 1.5 does.
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Looking fantastic!
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
All that for a few seconds of Finn holding a lightsaber?! We've seen/heard everything else....so underwhelmed.... -
Anyone can learn, but who can actually improve/fix things without breaking it?
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Original Trilogy vs. Original Trilogy
Tempust85 replied to dark_apprentice's topic in Star Wars Franchise Discussions
I like all the edits except vaders No & replacing Sebastian shaw as a force ghost. They still have yet to fix that lightsaber Wampa issue or properly fix lukes saber in episode 4 and the audio for episode 4 needs refining as it's too pitchy in places. -
What happened to ensiform and razor? Did they leave?
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Attempted to load an unsupported multiplayer model error
Tempust85 replied to Sigbit's topic in Modding Assistance
Should see if the model loads in modview first, that will help eliminate a few ideas of what's going on. -
We should totally have Archcangel do any PR, he seems to be able contact anyone. Dare you to contact Mark Hamil and show him the horrible base JKA version of him.
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Felt better so I decided to do some baking. Low poly with just the normal map + shine:
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Knee items? I dunno what they are, but I don't have time for it atm sorry.
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[WIP] Raven's Claw 1st Person Cockpit...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Tbh, I'd rather see work done on an AT-ST cockpit. *shoots rebel scum....PEW PEW PEW* -
JKA modding question: Using Autodesk Maya to edit models?
Tempust85 replied to battle111's topic in Modding Assistance
Ok, did another transfer from Max this time using my EP7 Stormtrooper. It works fine, BUT you can't have * in any object names so the tags do not get set as tags by noesis. @@RichW, possible workaround to convert objects starting with bolt_ to *? Example: bolt_l_hand becomes *l_hand like carcass does. P.S LOD's do not work for Noesis properly. I get weird surface renaming and other various issues. ---------------------------------------------------------------------------------------------------------------------- @@battle111 Until there is a fix for Noesis, you can just rename anything starting with bolt_ to * using a text editor. Here's my Maya 2014 file: https://www.dropbox.com/s/l2vj7hzt71fppw8/EP7%20Stormie%20-%20Maya.ma?dl=0 VERY quick tutorial for exporting: (not covering making a model here) 1. Make sure the scene's working units are in Inches, and the axis is Y 2. Export All, then choose FBX 3. Make sure you have axis set as Z, units as Inches (should say scale factor 1.0) 4. Click Export All button 5. Open up your FBX in a text editor. Do a replace all for everything starting with bolt_ changed to * 6. Open up the FBX in Noesis 7. Export as a GLM with this in advanced options: -scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla 8. Change the output name to model. Click Export and you're done Notes: Make sure you have the GLA in the exporting directory, so Noesis can read it. -
Though you'll need to use the stop music command when exiting the menu, otherwise it will continue to play when the menu is closed.