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Posts posted by DarthValeria
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this require Quake 3 MAP exporter for blender 2.64 (i guess is on mr wonko suite here on jkhub) but honestly for me worked only the oldest blender 2.48 with his specific Quake3 map exporter. is not a good way however, if you notice, tons of brushes are stretched out into the conversion on map format.
i know a way to port on 3d studio max 2010-2013 every kind of 3d stuff and convert into a map file, but is not again official released.
Can you contact me in discord if possible?
DarthValeria#6365
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I think it's possible with this
I saw that tutorial but doesnt give me a plugin of .map or doesnt explain that does it work with only one object or so many multiple objects
Tutorial is inperfect unfortunately
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A lot of images on jkhub that are uploaded at postimage.org do not show anymore.
OP is not at fault here, but this is especially troublesome for tutorial pages and should be fixed. Sadly no one has the time to do it - you'll probably have to make do with what you have (text).
It isnt so hard to edit it , it only takes seconds man
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Can you contact me in discord if possible?
DarthValeria#6365
I think it's possible with this
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I seem to remember that you can export a Blender mesh/object/group of objects into .map, however I think it only exports as group of patches, and I don't think it's a great idea, especially for curved/round meshes, since every triangle becomes a patch mesh in Radiant - which means the lighting of the round object will be messed up. At least from what I remember, since I really only used it once.
An alternative to this would be to make the various models in Blender, export them as .md3 or .ase (or even .obj, I think they're also supported in Radiant) and then create caulk or nodraw_solid brushes around the floors, walls and ceilings.
You mentioned crashes when creating new brushes though, so an extreme alternative would be to do the same as above (make and export the fancy-looking models), then make very primitive clip models for floors, ceilings and walls with nodraw_solid or caulk textures, that then you can export to Radiant and solidify (at least some Radiant versions allow to solidify models, by ticking the option for that misc_model, otherwise I think there are shader commands that do so).
Just tossing out random ideas that may be of help.
Can you contact me in discord if possible?
DarthValeria#6365
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I have been trying to learn Modelling house for a few days and
I wonder that is it possible to make Jedi Academy with blender then converting it into .map format and importing it to GtkRadiant
Because mapping fancy maps in Radiant is very difficult and also buggy as it crashes when i make new brushes or make them as circles
If there's a way can you tell me how
And teach me in discord for 1-2 days if possible?Discord Name: DarthValeria#6365 please help me , i need it
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I cant see your images dude ^^
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I cant see your images man
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It is time to share the first look <3
Ramikad, TheWhitePhoenix and Smoo like this -
The issue is coming from the legs of the character. If you want to get rid of the error, split the boots themselves as separate objects, you could detach the plate armor on each leg as their separate object and repeat with other parts if that is not enough.
I had no choice but to do it but every mesh was less than 1000 vertices , it's weird
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NumberWan, Jeff, TheWhitePhoenix and 1 other like this
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If you guys can help me in this problem It'll be very appriciated
My problem is i can export it without weight problems or something else
Howewer, when i ever test model in ModView , it says that a part is more than 1000 verticles but i checked out every part of the model and all of them are less than 800 verticles
Please help me to solve this problem <3
Here you can examine it if you want
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The new swtor model i did in the livestream today
Jeff, TheWhitePhoenix, Delta-573 and 1 other like this -
Looks good.
Thank you so much
Jeff likes this -
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Started to practice after a month break time
I think i'm getting better right?
Delta-573, JAWSFreelao and Jeff like this -
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More than just the weights, the tags are likely the cause of the shooting being weird.
Dont worry , they are small problem
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I think you can do that yourself, my dude. Unless it has changed from when my Normal Map thread was answered, you just find the reply that fixed your issue or helped you the most, and there should be a "answered" or "best" or some kind of button to set the thread to answered.
ooeJack
I didnt mean bad thing , i thought only admins can put answered here
ooeJack likes this -
Problem has already been solved
A guy from Movie Battles named Sweg helped me to solve those problems , it was because of my npc file , it was making my model buggy with those 3 problems i mentioned
Now we fixed them together, I only need to study at weight paintings more to make it perfect
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Problem has been solved , you can put answered here
DarthValeria's Jedi Academy Machinimas
in Art, Media & Technology
Posted