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Corto

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Everything posted by Corto

  1. This game feels like how SWBF should have been. Although I'm seriously tired of DICE's field experiments and their year long funded-by-the-people beta stage for all their Battlefield games, I really want to play this one. But, I'm going to wait review, patches and a price drop. Honestly, people rush to play a game that is unpolished and badly balanced. By the time DICE gets to fix most of the issues, most of the user base already got bored and abandoned it. At least that's what happens on PC. Betas should be open and last months, not days.
  2. If there is a jpg and tga, then it's a mistake from my part. I was testing things with different file formats and I must have forgotten to erase the tga. After testing and testing what happens when you use the specular lighting as alpha gen for the specular stage, I decided that the classic black and white image didn't cut it at all. In fact, was making the whole thing look off. So I went for diffuse version with tighter levels (which makes the image have more contrast), with specific bits of the image even more shinnier. This definitively gave the best look possible. Now, having an alpha channel to mask where the gun should shine more or not at all is the way to go, but using a tga file that big was just not worth it. I'm going to upload a new file without the tga. Thanks for the heads up.
  3. I haven't found any configuration file that allows you to set a custom crosshair per weapon, which would be a great idea for OpenJK. But it's really easy to add a check within the code to disable the crosshair when selecting a specific weapon.
  4. Just out of curiosity, I would like to how much you modify those skins and how. I'm seriously tempted to send some skins your way to overhaul them.
  5. I really like these skins. Some of them look amazing.
  6. Please close the thread. My question has been answered.
  7. Wait. I don't think reviving the Dark Forces is honestly viable. I'm thinking about something smaller, but better quality. Let's not get ahead of the wave yet. I will, however, share all my assets with the DF2 team if they want them.
  8. How can I make use of that?
  9. Ok. I'm not after new shaders or stuff like that. But, although I can think of workarounds for the aforementioned limits, it would be nice not to have to worry about them. But still, I can work with what we have. Thanks.
  10. Hey guys, I've been trying to figure out if the new renderers are available somewhere to download and use with OpenJK. But it all seems too cryptic to me. So let me ask directly, is there a place I can download a dll to test out? If so, do those renderers have the same limitations as the vainilla as far as vertices per object, polycount, etc.? Thanks.
  11. I'm learning Zbrush too on the side. While I don't find difficult learning new tools, I usually have a hard time making the transition. Once I'm comfortable with a tool (in this case Softimage and Photoshop, I stick to it even when I know it may not be the right tool for the job. For example, right now I use ArtRage for my digital painting, but it took me a long while to leave Photoshop. I still use Photoshop for texturing and image touching. But I clearly need to learn Substance Painter and Zbrush to complete my skill set. Thanks for the advice.
  12. Ok, that's a "no" then.
  13. I'll make more classic Star Wars guns in the future. Not all of them, but some more for those who wish to replace Jedi Knight's guns with movie guns. I would like to see this one evolve into something a little more believable than just a hi-res version of the current DEMP2. If I may...
  14. That CA-87 is not up to your current standards. Come on.
  15. Looks really good so far. But let me stop you a minute and ask, why not re-imagine the DEMP2 as a Jawa ion shotgun instead? It would make sense and we would have more classic Star Wars guns. Just a thought.
  16. Bingo! That was it. Now it's taking the shader. Unfortunately, editing the cusomt pset didn't do the trick. I had to manually edit the file with Notepad ++. I'll talk about this with Archangel. Thanks guys!
  17. Ok. I couldn't sleep last night so I started reading your comics. It made it worse, they hooked me right away. Nice job!
  18. I've removed the blaster_r shader from the factory shaders a long time ago, just in case. I tried modifying the custom pset, I tried redirecting the actual texture in the material, I deleted the custom pset. Nothing. The game only shows the diffuse texture. It's completely ignoring the shader file. I'm going to take a look at the sourcecode to see if I can figure out exactly how the shaders work.
  19. I downloaded Ashura's Bryar, changed the main stage to whiteimage and the gun is showing all white. Somaz, I changed the texture name inside Softimage, exported again. Now it looks exactly as Ashura's md3 and still nothing.
  20. They exist. They are under models/weapons2/blaster_r. The filenames you see on my example are different than the ones I've uploaded here, but that's just because I've been trying a lot of different alternatives.
  21. You can all use the model available here at Jkhub. That's what I'm using. But still, even if there is something wrong with the way I created my shader file, that doesn't explain why my changes on the factory shaders don't seem to have any effect on the other guns. I should be able to screw the shaders that are, supposedly, working. My concern, now, is that shader files are not working correctly for first person view models. I tried with the vainilla version of JA and same thing. My changes to guns shaders seem to have no effect. So now I would like to have actual proof that view models use shaders.
  22. Almost all up to date programs have some sort of unfolding/pelting tool to unwrap UV maps. Don't use the factory, geometrical projections because it will drive you insane and the results will never be as good.
  23. I'm modifying the factory shaders with the whiteimage flag and nothing is going on. Packing the files into a pk3 changes nothing. Can somebody post a video where I can see the shader file actually working on the model? Like, try the whiteimage trick and show me it's actually working?
  24. There are countless tutorials about modeling and UV unwrapping on Youtube. On top of that, unwrapping a 3D model is more about common sense and what makes sense under the specific needs of your model.
  25. I tried this and my gun is still showing the diffuse map as normal. So now it's clear that the model is not even loading up the .shader file. Once I sort this issue out, then it will make some sense to experiment with shaders.
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