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Artemis

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Everything posted by Artemis

  1. Select the edges that you've marked as seams, press space, and type 'edge split' to get the option for that. This is just something I made to kinda show you what I'd do for a box shape. You don't need a face on the back of the box since no one will see it. Mine's also not triangulated yet. Also, it looks like you need to select your mesh, go into the editing tools, and recalculate the normals.
  2. @@Botdra, the textures show up as white when they're set to *off in the skin file. If you want to see all of them, you'd have to turn them all back on. Before you import a model, there's an option for which skin to import with it... I don't tend to mess with it, so I dunno if that's what you'd want or not. So far, the easiest way of mass-deleting pieces that I've found is to use the search bar in the top right of the hierarchy outline and search for whatever specific part that I want to remove first (ike torsoa or headb), then hold shift and left-click the names of all of those parts, move them to another layer, and delete from there.
  3. So, it'd be a week for people to figure out how to make a model, then throw in the tags, then rig it? Sounds harsh.
  4. I can't help you with the blasters/lightsabers problem, but the KR people have a pretty good tutorial on making new meshes for models: http://www.knights-reborn.org/forum/viewtopic.php?f=12&t=10419
  5. I love the floor lights. And those flags. xD
  6. The robe might need some more attention to weighting; it looks kinda stiff. If you just pulled some verts down, you might have problems fixing it. It's a very cool concept though.
  7. Is models/players/tf the correct path for everything? Are all of your textures in there to begin with?
  8. It looks like it could be frankensteined together using the existing reborns... just maybe not the, uh, skirt.
  9. I don't know what I'm trying to convey. When this map was started, all I wanted was a Korriban-themed structure. There was no real story as to why it existed. A 'lost temple' is close enough to what it's become, and I can work with that. Circular architecture seems more Jedi-ish to me for some reason. More balanced or something. At this point, if I wanted a circular flow in my map, it would have to be done through awkward, hidden passages, I think. ...That's a good question. As for a sample brush, you lost me at the density part. (If you mean the density of the pillars, it varies a bit.) By stone texture, you do mean the dark blue one that I've used for pretty much every single pillar in the map, right? I was afraid you meant the block stone texture that I've used for just about every other wall, because I thought that one looked ok. I'm not adjusting the scale at all on the blue stone, which might be bad now that I think about it... ugh.
  10. Called it. But I have questions. What is OJP and does it involve OpenJK? Do you have a deadline for this? Is there a specific version of GTK that we're gonna have to use? (I've only worked with 1.4.) You've made a ton of rooms, and I don't think there are enough mappers for them all... Do you need six meditation rooms and 12 training rooms, and then three giant crystal caves? o.o Is this the final layout idea, or can it be worked on a little bit? Also, how are these rooms going to be attached? Are you going to take them and put them together, or what? And who is responsible for the hallways between the rooms? I do like the idea, I'm just asking questions because there's stuff that I would like to know sooner rather than later.
  11. Still working on that hallway. So as I've said, the hallway is L-shaped. I'm thinking... what if I added another limb so it's more like a Z with a straight spine? I like the idea, but I'm afraid some people might think it's unnecessarily long. Really people, I feel like I'm talking to myself on this thread. I would love to see some ideas or suggestions, or just anything helpful.
  12. Surely to God there's an easier way to do this. But I'll explain what I've done so far... That's as far as I've gotten on it... feel free to experiment from there.
  13. Right now it's for myself because I'll eventually need a certain model as a statue. I would offer to do it for you, but figuring out how isn't one of my priorities and it might take, well, a long time. Getting the animation isn't hard. You can use Modview to find whatever pose it is you're wanting, get the name of it (like BOTH_something), then find it in the animation.cfg from the _humanoid folder. I'm going to use BOTH_FORCEGRIP3THROW, which starts at frame 6679. The animation has 31 frames, but I only need to import the first one. I don't really know what to do after that besides delete the tags and caps and any extra LODs. :/
  14. You can import a .glm in Blender with a specified range of animations. That will get you the pose, at least. I'm still working on actually making a statue out of it...
  15. I feel no shame in necro-ing my own thread! It's like this map is going to be entirely made of hallways though. Any suggestions for the awkward peaked-ceiling-meets-flat-ceiling would be appreciated. And let's talk about the hanging flag things. I don't like them. Right now, they're very thin brushes with nodraw on every side but one. That works, but they look so stiff and flat. I've seen people make flags out of water shaders (at least, I think that's what they used) with a two-sided bit in the shader and an actual flag texture. I'm liking that idea, but Idk what kind of flag texture to use. Maybe some blandish one for most of the flags, then something to sneakily include my old clan on more important flags. Ideas?
  16. I honestly feel like Asajj needs an entirely new model, unless there IS a new one out there that I've just missed.
  17. I've never played the Assassin's Creed games, but the model is looking pretty neat. Have you considered making an entirely new mesh for the wrist blades, though?
  18. xD It's going well! Glad to see you here. And how are ya?
  19. Oh no, not this again. Some of us like 1.00 for the community... and stuff. Do you know if Daniel was messing around with the .exe? I'm pretty sure he edited it for something and people were using it client-side.
  20. I usually hate it when people block off parts of their maps with clip, but you could do that and have npcs that people could see but not reach.
  21. Make sure you delete all of the parts that you're not using for the model. If that doesn't fix it, you might wanna check that everything is named and linked right.
  22. I'm afraid to even suggest this, but you could attempt to start another pass-around map since the last one died. ._.
  23. If that's a plane, you probably need a shader like the one for the wookiee's fur so the texture shows up on both sides.
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