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WeaponsHD - E-11 Blaster Rifle 1.1

   (20 reviews)

1 Screenshot

About This File


E-11 Lowpoly (Stored Stock) by Rooxon on Sketchfab

INSTALLATION INSTRUCTIONS:
Copy and paste the tutorial r_whd_e11.pk3 from this zip file to your "base" folder,
the default path is "C:/Program Files/Lucas Arts/Star Wars Jedi Knight Jedi Academy/Game data/Base"

DESCRIPTION:
The E-11 Blaster Rifle. The most common blaster in the whole game, recreated!
Special thanks to:
Circa and dankswagmaster - testers.
Seven - providing the perfect concept and sounds to go with this mod, taken from EA's Battlefront.

New low-poly model on a modern standard with new textures and custom sounds ripped from Battlefront! Custom icon included.
- Baked and drawn textures in Substance Painter
- Modeled in 3D Studio Max 2016

BUGS:
Fixed most of them, comment if you run across any!

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.


What's New in Version 1.1

Released

  • 0.9 - release
  • 0.95 - custom icon added
  • 1.0 - missing icon file fixed
  • 1.0 - added LODs
  • 1.0 - lowered GLM model down to 1900 verts
  • 1.0 - lowered 1st person model down to 338 verts
  • 1.0 - fixed 1st person for widescreen fix
  • 1.1 - changed back-side scope texture
DarthValeria likes this

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Wow. This is GREAT, it's better than I expected and I expected it to be awesome. Makes me want to see more HD OT weapons like the DLT-19 or the SE-14. BTW, are the sounds from Battlefront?

Maksman likes this
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Wow. This is GREAT, it's better than I expected and I expected it to be awesome. Makes me want to see more HD OT weapons like the DLT-19 or the SE-14. BTW, are the sounds from Battlefront?

Yes they are

Maksman likes this
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Wow. This is GREAT, it's better than I expected and I expected it to be awesome. Makes me want to see more HD OT weapons like the DLT-19 or the SE-14. BTW, are the sounds from Battlefront?

All will be done in due time. ;) Yep, as I stated in the description. To me, they seem perfect. Better, clearer, just what I need for such a mod! All thanks to Seven.

Maksman and Seven like this
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All will be done in due time. ;) Yep, as I stated in the description. To me, they seem perfect. Better, clearer, just what I need for such a mod! All thanks to Seven.

Yeah, I really liked them in game, they almost make being shot to death by stormtroopers a good experience lol. Thanks a lot, Seven

Maksman and Seven like this
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TIP: In every sketchfab preview,you can go in the lower right corner to settings - rendering and set either; lit is PBR material. Shadeless is pretty much the JKA ingame textures!

GLTh3Pr0 likes this
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I love how this guy calls a high poly models a low poly ones.... kind of fetish of self-depreciation I'm afraid.

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I love how this guy calls a high poly models a low poly ones.... kind of fetish of self-depreciation I'm afraid.

lol :D nahh the truth is the standard grew this much over the years. In 2016, almost 2017, 4k verts and faces on a model is considered lowpoly. Several hunderd thousand faces (420k verts to be exact for this very blaster) is the count of my highpolys. This lowpoly (2,6k verts) is especially high because in the future, I hope JK:E will feature a weapon customization addon, which will allow it to extend the stock; remove or add the scope etc. so it's got every single little detail modeled into it, ready to get animated or whatnot. I was looking through several games and it's models since I found this out and to be honest I don't know why I'm one of the first ones creating higher-standard lowpolys. dankswagmaster says he's got a low-end pc, yet his game did not lag because of the gun a single little bit, not even with 20+ NPCs. :D My game started to lag at 60+ npcs with additional SMAA + FXAA + Adaptive Sharpening + Bloom + Reflective Bump Mapping + HDR colors (Reshade Post Process Filters) and got horrible only once I hit 80+ npcs. The engine limitations should be even more hightened now I think. Without ReShade, I'd bet I could hit 100 npcs with the gun, no problem. There were some animation problems though, in some moments, my playermodel changed to a stormtrooper, keeping the player twillek jedi textures and such... but only after 60+ npcs.

 

If that still doesn't satisfy you, play Skyrim and it's several thousands of HD mods. Enable wireframe ingame and be amazed at the crazy crazy counts the models can have there. O.o But I appreciate your comment nevertheless, I confess I could lower a few sides on some smaller pieces if I wanted to. In reality tho, in playing the actuall game, it's just not needed cuz huge numbers of NPCs cause lag a lot sooner than un-animated weapons do. Without NPCs, I was looking at around 80-90 guns in-game working flawlessly at 60fps.

Maksman and zOrg like this
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Some day my Bryar Pistol. But yeah take your time with as good a gun as this ill be distracted for a long while.

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You can always easily delete them from the pk3 :) or actually just rename the sounds folder to something else, like soundoff.

Love the model, I am not sure about the sounds.

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You can always easily delete them from the pk3 :) or actually just rename the sounds folder to something else, like soundoff.

 

Yeah, I just removed them completely. So far so good. Thanks a lot for the model.

:)

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Love to see the disruptor redone. You should definately do your own thing with the weapons you don't see in film, amazing work!

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Hey there, this is a great weapon and I was so happy to put it into my game, but when I did I decided to start a new game and when I killed that first stormtrooper on Yavin 4 I got an error message saying "run out of transform space for something models. Adjust MiniHeapSize in SV_Spawn_Server" which I've never had before. It stopped once I removed this mod from my base folder.

 

Does anyone know why it does this or how to fix it, because otherwise I can't use this weapon.

 

I'm using all of Rooxons weapons (Except Lukes saber) and have no issues with them.

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Hey there, this is a great weapon and I was so happy to put it into my game, but when I did I decided to start a new game and when I killed that first stormtrooper on Yavin 4 I got an error message saying "run out of transform space for something models. Adjust MiniHeapSize in SV_Spawn_Server" which I've never had before. It stopped once I removed this mod from my base folder.

 

Does anyone know why it does this or how to fix it, because otherwise I can't use this weapon.

 

I'm using all of Rooxons weapons (Except Lukes saber) and have no issues with them.

Then you're probably using Base JKA. Install OpenJK and tell me if the problem persists. What's funny is I have ALL of my mods I've done + other's mods in my base and can still play through the whole SP without getting one single error, so I'd bet the problem is base JKA and it's engine limitations. OpenJK elevates those somewhat, but it's still a very heavy game for some reason (effects produce great fps loss and dynamic lightning). Should run fine with openJK tho. I'd recommend running it on windows 7+ computers and mid-to-high end computers anyway.

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Then you're probably using Base JKA. Install OpenJK and tell me if the problem persists. What's funny is I have ALL of my mods I've done + other's mods in my base and can still play through the whole SP without getting one single error, so I'd bet the problem is base JKA and it's engine limitations. OpenJK elevates those somewhat, but it's still a very heavy game for some reason (effects produce great fps loss and dynamic lightning). Should run fine with openJK tho. I'd recommend running it on windows 7+ computers and mid-to-high end computers anyway.

Yep that seems to have fixed it Strangely I can't get it to select my custom resolution but I'll look into that later, thanks for letting me know!

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Yep that seems to have fixed it Strangely I can't get it to select my custom resolution but I'll look into that later, thanks for letting me know!

it's easy. The files you find for base JKA in it's game directory are located in your my documents folder in the folder My Games and inside that, OpenJK. It's what I was afraid off tho, that base jka player would have problems with this model alone, not to mention a whole pack of completely new models... hm I'll have to think on that.

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it's easy. The files you find for base JKA in it's game directory are located in your my documents folder in the folder My Games and inside that, OpenJK. It's what I was afraid off tho, that base jka player would have problems with this model alone, not to mention a whole pack of completely new models... hm I'll have to think on that.

 

If it helps, using your other packs and some of DT's skins/models and Spanki's jedi stuff (Which i imagine are straining) it still doesn't do anything. There was a thread somewhere on this site that mentioned there was some code optimisations that could be made or something to reduce the amount of memory a model uses.

 

For OpenJK I fixed my resolution problems following the instructions from https://jkhub.org/topic/7539-widescreen-resolution/?hl=resolution

 

Thanks man, I appreciate the help :D

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