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Psyk0Sith

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Posts posted by Psyk0Sith

  1. 22 hours ago, minilogoguy18 said:

    If you are updating the textures further lmk. I updated the file on the drive just to include an altered animation.cfg file since I found the swings and movement to just be too slow making him too easy to defeat. He fights more like the "Desann" saber style which is a 1 handed medium speed style that has the strength of the heavy style. Increased walk speed and such as well. Working on death and jumping animations rn for him.

    Should be good for now unless something needs to be tweaked. Looking forward to the update. I've also checked in a playable Pic, just modify the bosses npc to Pic instead of reborn for the model.

    minilogoguy18 likes this
  2. According to this, it might be pushing it for SP. Using a mod should be fine.

    On 2/6/2018 at 2:24 PM, AshuraDX said:

    For JASP, you can have around 6600 verts maximum before you hit the error.
    In JAMP and OpenJK, you can have around 13100 verts before hitting the error.

    Both cases assuming you have 32 surfaces.
     

    On 2/6/2018 at 2:24 PM, AshuraDX said:

    Any Ghoul2 model attached to the model also counts towards the limit. For example, if your model is holding a saber, you would add another numSurfaces*4 + numVertes*20 for that extra model

     

  3. Short answer: you need a diffuse.tga map, a spec.tga map a glow.tga map and env.tga map for your shader to work as intended. Each image needs should reside in the same folder as the hilt and be assigned properly in blender (at least in max that's how the .md3 format expects it).

    In the md3 tool you can also load your hilt and assign textures with a .skin file and then export that to .glm.

    On 3/6/2021 at 8:42 AM, Nai said:

    Do i need a .skin file pointing to the shader for each part of the model ?
    Only if blender fails to assign textures properly, you will then use a .skin file to assign textures to an md3 model that gets exported to .glm (that's the process i use with 3DsMax, could be different with blender)

    Do i need to point the .shader to the model part name instead of the texture ? (kittyhilt or saber_w)
    No, the shader only cares about image file names and paths

     

     

  4. Basics of porting.

    -Load a stock JA model, such as kyle to use as a template to scale / position your ripped model.

    -Use the ripped model's bones to roughly pose it around Kyle's mesh.

    -Make sure the joints line up with the main joints.

    -Once the ripped model has been posed as best as possible, get rid of the ripped model's skeleton and Kyle's mesh.

    -Start rigging using the JA skeleton / tags.

    -Once the weights are good, you can start splitting the model into proper limbs.

    Export and enjoy.

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