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Tempust85

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Everything posted by Tempust85

  1. I'd just like to say that your finished model can have some tris due to optimisation. Trying to make the finished model 100% quads doesn't usually work when you need to keep the tri count as low as possible while retaining quality from certain angles.
  2. Hope Vader butchers her.
  3. Yeah, seems like they are using some things from the old EU and putting them together with new ideas. Seems as though someone's found Anakin's lightsaber prolly with Luke's hand attached all boney looking. Also, could that be Kylo Ren on the ground in the back?
  4. Yeah. That and I'm not happy with the texture either.
  5. I think misc_model_breakable can animate MD3's and loop them. Haven't tested it though.
  6. Not yet, still not 100% happy with the shirt mesh.
  7. Still needs a little bit of optimization, but this is mostly how the final wire will look. @@Circa I will if it's needed.
  8. Well if you do make one or both, pose them however you want. I'll make a custom skeleton for each.
  9. This is totally April fools.
  10. Still needs a belt: Decided not to model the arm pockets fully like I did with the jacket due to the arm pockets not being that pronounced in screen grabs. Currently sitting at 5.9k tris without any optimization on the head. There will be LODs for the added reason of the high quality mesh which I expect to get to 7k or just below when it's all done.
  11. @@Psyk0Sith ?
  12. ESB torso:
  13. He's going to have all outfits from the movies. Decided to lengthen the sleeves, there aren't many shots in ANH where they are that short. Updates later today.
  14. @@AshuraDX Here's the request thread. Just keep a watch on this thread for any requests.
  15. WIP:
  16. Just so long as it looks like the extra detailing belongs, go for it. B) I'm really impressed with your work. The only issue I see is the "pipes" that connect the ceiling lights to the roof. Maybe tweak how they connect to the roof. There are also some light models in JKA that I've been toying with as well. But also if you need a model or texture made, let us know.
  17. Don't worry about that, just make sure it has LODs. The code will automatically goto the lowest LOD in the model if LOD0 is too high. @@Xycaleth From what I can tell, there is no such code for MD3 models if LOD0 is too high. Would be a good thing to add to OpenJK methinks, if you decide to either add RF_SHADOW_PLANE to MD3 ents or just remove the requirement for RF_SHADOW_PLANE altogether while leaving the other checks in place like I've done in DF2's code.
  18. Any updates for this guy? I'd like him finished so we can focus on other models.
  19. Yep. I'll set up some nice scripting for this when we get to that stage.
  20. Just make sure it matches the scale of the base JKA tie, that should do it.
  21. I just put some framing to fix this up, had this issue on narahadda.
  22. You will never get perfect deformation for every animation. I just focus on getting the stances, movement cycles, sitting & standing looking decent enough. If you want a pro's look at things, wait until @@Scooper finishes his importer and import a Hapslash model. Infinity Blade was a pro rigger who weighed 95% of Hapslash's models.
  23. Phew what is that smell.
  24. This floor texture here is used way too much: Also, try and round some of the blocky details but only where it makes sense to. Like you wouldn't round a square beam, for instance. The levels are to be lit from obvious light sources, unlike the original game.
  25. So should I link a redist with DF2 for people to install?
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