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Showing content with the highest reputation on 07/02/2018 in Posts

  1. 2 points
    Yeah it's a legacy of the vanilla models. SS left the bullethook in the same position: To be honest probably the only time anyone would notice is in a screenshot like that. If you wanted to adjust it, decompile the model and open the ASCII in a text editor. Look for the bullethook. It should be something like this: node dummy bullethook parent w_hvyblstr_003 position 0.0001741 0.354063 0.108606 orientation 1.0 0.0 0.0 0.0 endnode Change it to: node dummy bullethook parent w_hvyblstr_003 position 0.0 0.375 0.108606 orientation 1.0 0.0 0.0 0.0 endnode And recompile. See if that makes a difference. If it still looks off, you could bump the Y position to 0.395 and see how that looks. N.B. if you have made your own custom model then your parent name will be different. You don't need to touch that, just the position values.
  2. 2 points
    Finally got everything mapped out correctly:
  3. 2 points
    Saw Solo tonight. It bored me. Walked out twice for smoke breaks and didn't hurry back to the theatre.
  4. 1 point
    I am sorry but, I think there would be too much awesomeness on this idea!
  5. 1 point
    I'd like to propose something regarding the Sith Textures: By default there are only a couple places where the Sith_Soldier_03 appearance is used: the guard at the Korriban Academy entrance, and a couple of the Elite Troopers. I'm considering including the alternate version of the Sith Texture mod; leaving all the SIth_Soldier_01 appearances as default, but changing the Sith_Soldier_03 to the white texture. Along with this change, I would correct the incorrect Elite appearances throughout the game. This way normal Sith Troopers would be silver, Heavy Troopers and Grenadiers would be red, and Elite or Command Troopers would be white. This would also fix several places where there's no differentiation between Elite Troopers and standard ones. What do y'all think of that?
  6. 1 point
    I'm guessing that's a bad normal map, or bad UVs on the model. The "weathering" you are seeing is presumably compression artefacts. Edit: Ah, I see what it is. You used the w_hvyblstr_003 texture to generate the normal map. It has those details on the "magazine" (or whatever that bit is). I think you'd be better off just not using the normal map. SS went to the trouble of faking height detail in the texture. A half-assed normal map is going to make it look worse, not better.
  7. 1 point
    Yeah, really not a great must see film. I think if you were to ask yourself, "if this wasn't a Star Wars film, would I pay money to see it?", the answer would be no but you might stream it if you are bored and looking to watch anything sci-fi related. I also think that the writing in particular was something I'd expect from a made for TV film. It feels like it was written for television as part of some expanded universe, made for fan service but not good enough for a cinema release. I wonder with all their current issues -- Kathleen Kennedy rumored to already having been fired -- whether this may be a better strategy for them regarding Star Wars anthology films. Make them streaming only releases, like you find on NetFlix but instead for Disney's own streaming service. Which I've heard about. And for cinema releases, trilogy films that come out every other year. Oh, and non-EA Star Wars games... books... comics... if they can fix their problem before Star Wars is dead to the majority of fans. And yes, I have seen the film and no I didn't watch it at the cinema -- and I'll leave it at that.
  8. 1 point
    Why is the muzzle flash behind the muzzle?
  9. 1 point
    Thanks, xt! Nope, haven't looked into that issue yet. Next time! Here's the xp version: mdledit_v1.0.6b_xp.zip
  10. 1 point
    I had some free time and decided to work a bit on mdledit. It will now calculate the tangent space vectors for all the nodes that don't have them when a binary model is loaded. This means that you'll be able to open a binary model, enable bumpmapping on one of the textures and save it, and it'll work (well, as long as mdledit produces good smoothing group results). Another thing I finally implemented is when you compare a model to the one opened in mdledit, if you highlight some bytes, it will show you the compared-to file's bytes instead, meaning you can compare the values inside mdledit. I also fixed some issues with the GUI in hex view, as well as how mdledit resizes when hex mode is entered and exited. There were some smaller improvements as well. For anyone who wants to play around with it: mdledit_v1.0.6b.zip