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Tempust85

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Everything posted by Tempust85

  1. Yeah, I'd like more detail on them too but I can't find any refs that show anything but plain brown boots. :\
  2. Yeah I noticed that, I plan to unmirror the head texture when I'm done tweaking. Still need to add belt packs and boot detail before I'll move onto texturing.
  3. You know, I always forget to try that.... :\
  4. Now on SketchFab: https://skfb.ly/CsKo I've also tweaked the belt.
  5. Now on SketchFab: https://skfb.ly/CsBV
  6. Ok so I've just updated from IE 10 to 11 and now I have the following issues: - When posting and a dialog box comes up (for things like insert link, picture, etc), the "ok" "cancel" & the "X" close buttons don't do anything. - Randomly when I'm about to type, the text box area is unclickable. It works normally if I refresh the page, but I then lose what I've already typed. Doesn't happen when I use firefox which is my backup browser.
  7. It should be generated when compiling in Debug & Releasewithdebuginfo. Put it with the game exe & dll's and you should be able to debug no problems.
  8. I use virtualdubmod or Tmpgenc to convert videos to sequence images.
  9. The tabard "flaps" will look better when he's rigged and doing a standing animation. I'm not liking how I've done the belt, I might see if I can merge the torso + belt together so I can texture the belt fabric overlapping the tabard.
  10. I have no problems with XVID, but others may have better codec suggestions. I just use TGA sequence images for conversion to roq.
  11. Update: Slow progress, but getting there.
  12. I'll conduct a test and find out. EDIT: Yep it works. Loaded up an MD3 model on a misc_model_static and all 3 LODs worked fine based on distance.
  13. It should just load the md3 and then the md3 code takes care of rest? @@ensiform @@Xycaleth
  14. They landed far out because the evil dudes were stealing crap from his Father's home.
  15. Use brushwork for your maps basic structure and use models for the detail. Be sure you make 2-3 LODs if you're using misc_model_statics. If you need to model something that must fit perfectly in an area, block out what your model should look like in radiant and export it out to your 3D package to use as a guide. Just don't be lazy and put a big caulk hollow box around a level that's completely made up of MD3 models.
  16. Please help me get a free pro account by joining sketchfab: https://skfb.ly/CrPZ

    1. Show previous comments  5 more
    2. Tempust85

      Tempust85

      Thankyou very much guys, I'm now a PRO member. :)

    3. Rooxon

      Rooxon

      Need any more sign-ups? Might come in handy for me in the future to use sketchfab

    4. Tempust85

      Tempust85

      I'm all set, ty though. :)

  17. You shouldn't, but I've only worked with ref_tags that are part of a loop.
  18. Are you using targetname or script_targetname? Also did you include an origin brush?
  19. Great work! Will be great to finally import root.xsi with weights intact.
  20. Gir's JKA Revan is quite crap compared to his MB3 Revan. Just needs the poly count reduced, the normal maps baked into the diffuse and weighed of course. Haven't asked Gir about giving permission for this, however.
  21. No. Consider it an animated, ghoul2 version of misc_model_static.
  22. No, and no idea how exactly you'd enable it for alive models.
  23. Use roq.exe method for the highest quality: http://jkhub.org/tutorials/article/158-creating-an-roq/
  24. I'm pretty sure weapon_* are defined in weapons.dat, which point to their code version which is WP_*
  25. This kind of work is really great. Too bad SP doesn't have rend2 though.
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