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Shoretrooper, Tanktrooper & E-22 Rifle

   (30 reviews)

6 Screenshots

About This File

These are character models for the Shoretrooper and Tanktrooper from Rogue One.

 

I've also made their E-22 blaster rifles as a replacement for default E-11.

 

These models were originally created for Moviebattles II mod, and this is their official release on JKHub.

 

Modelled in 3ds Max, Topogun and zbrush. Maps Baked in xNormal and textured with Quixel Suite and AshuraDX's Substance shader.

 

*NPC Spawn requires OpenJK*

 

Npc Spawn List:

 

Shoretrooper
Shoretrooper_Elite
Tanktrooper

 

Known Bugs:

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.



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Really fantastic to see these character an JKA at last! I'll have a field day with them! One thing I do want to point out that is something significant lacking from both this and the Death Trooper and that is the shoulder straps on the top side of the armor. 32278814278_1acdb50aff_o.png

 

I know something like this was closely added to the Death Trooper model, but only really works with the specialist and all troopers that use this chest armor have the straps present. It would be neat to see this issue corrected.

Imperial Officer and Scerendo like this

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Really fantastic to see these character an JKA at last! I'll have a field day with them! One thing I do want to point out that is something significant lacking from both this and the Death Trooper and that is the shoulder straps on the top side of the armor. 32278814278_1acdb50aff_o.png

 

I know something like this was closely added to the Death Trooper model, but only really works with the specialist and all troopers that use this chest armor have the straps present. It would be neat to see this issue corrected.

I recently spoke with Scerendo on this topic. There are no straps due to the limitations of the polygons in MBII. But for this version he promised to add them. It may be worth the wait for the update. In addition, the helmet shoretrooper had no ventilation holes, and fortunately, before the release I managed to warn Scerendo about it, he added them. I could try to add them by copying the straps with a leggings, but I have almost no knowledge of working with meshes, only the surface kitbash. But I can try.

Scerendo likes this

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Really fantastic to see these character an JKA at last! I'll have a field day with them! One thing I do want to point out that is something significant lacking from both this and the Death Trooper and that is the shoulder straps on the top side of the armor. 32278814278_1acdb50aff_o.png

 

I know something like this was closely added to the Death Trooper model, but only really works with the specialist and all troopers that use this chest armor have the straps present. It would be neat to see this issue corrected.

 

It is something I am aware of, but initially didn't include them for MB2 as I thought they would be a detail that wouldn't necessarily be noticed in game, and wouldn't be worth adding the extra meshes for. I will re-add them and some other minor changes when I get a bit more time rest assured!

 

I am currently sorting out the other models I've made for MB2 to be released on here, but will add the straps after then.

Imperial Officer likes this

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It is something I am aware of, but initially didn't include them for MB2 as I thought they would be a detail that wouldn't necessarily be noticed in game, and wouldn't be worth adding the extra meshes for. I will re-add them and some other minor changes when I get a bit more time rest assured!

 

I am currently sorting out the other models I've made for MB2 to be released on here, but will add the straps after then.

Do not forget in the new update also the alternative officer skin, the second belt, the at-act driver skin and pauldron. I also remembered the alternative skin tank driver.

 

Secont belt

 

X_mK3Z1X3PE.jpgTA_AssaultTank_Belt.png

 

 

Imperial combat assault tank pilot

 

 

oFk5LqsEFYA.jpg

 

 

AT-ACT driver

 

 

TA_AT-ACT_Driver_Full.jpgTA_AT-ACT_Driver_Helmet.jpg

 

 

Shoretrooper squad leader

 

 

J5Cnwq5yVTg.jpg

 

 

Tank driver and AT-ACT driver armor skins:

 

Imperial combat assault tank pilot/AT-ACT driver

 

 

TA_Assault_Tank_ChestA.pngTA_Assault_Tank_ShoulderA.png

 

 

Imperial combat assaut tank commander/AT-ACT commander

 

 

TA_Assault_Tank_ChestB.pngTA_Assault_Tank_ShoulderB.png

 

 

Found in google:

 

Shadow shoretrooper

 

 

4ob5yV_jilQ.jpguO8mtOy-HwM.jpgFIxEa-b2JP0.jpgCustom-Star-Wars-the-Black-Series-6-Rogu

 

 

Forest jumptrooper (Shoretrooper + DICE Battlefront stormie jetpack (SW: Commander, Canon)

 

 

8umBk_cgBEs.jpgcb21vlZSD4g.jpg5w9ABoqWPR8.jpg

 

Scerendo and Vade Parvis like this

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Yes, it is desirable to make changes to all .npc files, to the scale parameter, by changing the value from 110 to 100, due to the distortion of the models upon death, as well as interruption of the animation. The same goes for deathtroopers, but it is better for them to install 105 units in order to emphasize their high growth.

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How do I change the E-22 to replace the Repeater?

Replacing the repeater will be more difficult, as it uses two models at once for display. This requires a hex editor. Open the rifle md3 model in the editor and edit all the paths to the textures. Type paths models / weapons2 / е_22 / * texture_file * "е_22" replace with "heavy_repeater" in all paths, save. Rename the rifle model to heavy_repeater.md3, and the folder name to heavy_repeater. Save to pk3. But the game will remain the trunk from the repeater and it will look ugly. It will be necessary to replace the empty file heavy_repeater_barrel.md3, I have one. There may also be a problem with the display of weapons in their hands and it can be inverted. In this case, you have to edit md3 in Blender. But the game will remain the barrel from the repeater and it will not look beautiful. It will be necessary to add an empty file heavy_repeater_barrel.md3, I have one. There may also be a problem with the incorrect position of the weapon in the hands and it will have to be edited in Blender.

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