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Psyk0Sith

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Everything posted by Psyk0Sith

  1. If you're going to manually paint it, you should square everything as much as possible, straight edges = much faster to paint highlights than a bunch of zig zags.
  2. Look under video settings, like all other video games out there
  3. On a different note:: you should switch shadows type to something better (check those 3d options and switch) This shading type is faceted and makes this old engine look even older.
  4. Based on that highest LOD's number you can easily go 40-60% or so for the following ones, LOD3 no one will ever see up close and you should keep it around 1000-2000.
  5. Very little, some work on the head was done but i've been too busy to complete the whole thing.
  6. Take a screenshot of the issue. Do you mean you renamed the JK3 bones so they match the Outcast ones? Which software was used? If it's a compatibility issue with new bones vs. old bones, there's a mod that will load JA models into JO without the need to modify anything, at least that's what i've been told. It could be a problem with how the tags are weighted to the wrong hand bones.
  7. What's new about it? Textures? Specify what you updated in the readme.
  8. The only way to tell is to check the s.m.a.r.t status: https://www.howtogeek.com/134735/how-to-see-if-your-hard-drive-is-dying/
  9. I wouldn't have put up with this crap for long. Are you having random crashes or just specific to some software? It could be faulty RAM or dying hard drive. Laptops are s*** to begin with, if you install all the bloatware (the manufacturer default install does this) that comes with it you're just asking for trouble.
  10. I wanted to try this with a custom model. Posed it with a sequence from the .gla, made the mesh 1 piece and then subdivided while keeping volume intact, there are printers that can do colors too so the next step would be baking textures to 1 map...that's as far as i went. If you print it tiny it can cost as little as 10$...with so-so quality of course.
  11. Step 1.Find a model that is a good fit for the character Step 2.Learn how to use a painting software (photoshop, gimp, sculptris (real time 3d painting for free!) Step 3.Put your artistic skills to use and create your masterpiece! Warning: this step might require years of practice. If for any of the steps you feel lost, remember that google and youtube can provide you with endless content for tutorials.
  12. There's a few anatomy tweaks that could be done on the head but it's a very good likeness. Well done! I'm sure there's a port being worked on, just be patient, anything is possible with ports, sky's the limit!
  13. What have you got so far and what seems to be the problem?
  14. You could do a hybrid...it would be a flattened mesh that looks like a sprite but moves like a regular character.
  15. Probably an issue with the plugin, it breaks the mesh where the uv island is split, wondering if there's a fix from blender users.
  16. If a blender user can help solve the issue, the actual error message he's getting is this: "LOD 0 UV seam found." after welding open edges. @@PreFXDesigns maybe try this: https://jkhub.org/topic/9505-blender-split-meshes-in-uv-seams/?hl=%2Bblender+%2Buv if it's indeed related to the same issue.
  17. You posted in the wrong section tho, this is modding assistance as in "i'm working on something and i need help because i'm running into issues". Model request would be more appropriate.
  18. Hahaha sounds like a cheesy martial arts flick dub.
  19. Send me a pm with your .pk3 and i'll take a look if you want.
  20. Don't make things more difficult for yourself, check weights in modview instead, you can make the model full white and change to wireframe to really pin point the problem areas.
  21. Smoothing groups done the old fashioned way could cause this (splitting faces) but you already said you checked for overlapping. You could apply a stl check to each mesh and make sure there are no open edges or simply check each mesh in "border" sub object selection mode. Does modview give a name to the problem mesh or simply says too many verts? Did you follow the basic hierarchy naming convention for each limb?
  22. Yes the howler has a skeleton, it could be exported to a usable format with neosis and then re-rigged properly *at least in 3ds max it would be possible*. The bones proportions might be an issue and require the alien to be modified in proportions and pose.
  23. Isn't it what this tutorial is for? https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
  24. Ok, crysis aborted, i was about to pass out from hyperventilating.
  25. Whoever made the boxes in that first screenshot should be ashamed, where are the unecessary overly rounded normal mapped corners?! Blasphemy!!!
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