Imperial Officer Posted January 21, 2017 Posted January 21, 2017 Oh... Force Arena... Governor Price? Tarkin? Thrawn? Krennic? Yogar Lyste? General Howard likes this
Newmodder Posted January 21, 2017 Posted January 21, 2017 ^^ Krennic is already extracted, pm me and ill send you the link (i don't know if linking is allowed) DarthDementous likes this
Kualan Posted January 21, 2017 Author Posted January 21, 2017 Oh... Force Arena... Governor Price? Tarkin? Thrawn? Krennic? Yogar Lyste? Yes, my priority choices are to do all the Imperial characters. In fact, it might be worth tagging @@Jeff @@dark_apprentice and @@Seven to let them know, to avoid any duplication of efforts. As for Kallus, this is what I have now with the weapon variants: I just need to figure out how to create the energy blade effects for the bo rifle and then he'll be set for release (pending sounds). Tompa9, The Punisher, gree and 5 others like this
Kualan Posted January 21, 2017 Author Posted January 21, 2017 Krennic update: z3filus, swegmaster, Maksman and 14 others like this
dark_apprentice Posted January 21, 2017 Posted January 21, 2017 I step back you can give a look over my page for the message there, btw is this the Krennic head from Force Arena? I personally find it more accurate than the one from EA Battlefront. And would be happy to see a Tarkin one from the same mobile game, since I tried to ripp it and couldn't DarthDementous likes this
Barricade24 Posted January 21, 2017 Posted January 21, 2017 Krennic update: Just as I suspected the Force Arena style Krennic looks much better in JKA than the Battlefront did. Battlefron'ts probably way too advanced to look good in such an older game. Then again, Dengar didn't look half bad.
Tompa9 Posted January 21, 2017 Posted January 21, 2017 Wow very impressive is there any website where I can see, how the models from Force Arena look like? HandsomeJack likes this
Imperial Officer Posted January 21, 2017 Posted January 21, 2017 Yes, my priority choices are to do all the Imperial characters. In fact, it might be worth tagging @@Jeff @@dark_apprentice and @@Seven to let them know, to avoid any duplication of efforts. As for Kallus, this is what I have now with the weapon variants: I just need to figure out how to create the energy blade effects for the bo rifle and then he'll be set for release (pending sounds).Nice!
Seven Posted January 21, 2017 Posted January 21, 2017 Just as I suspected the Force Arena style Krennic looks much better in JKA than the Battlefront did. Battlefron'ts probably way too advanced to look good in such an older game. Then again, Dengar didn't look half bad.I don't think you want Force Arena Dengar
Imperial Officer Posted January 21, 2017 Posted January 21, 2017 I don't think you want Force Arena Dengar https://jkhub.org/files/file/2990-dengar/
Seven Posted January 21, 2017 Posted January 21, 2017 https://jkhub.org/files/file/2990-dengar/I know? I'm saying Kualans EA head looks better
Jeff Posted January 21, 2017 Posted January 21, 2017 Yes, my priority choices are to do all the Imperial characters. In fact, it might be worth tagging @@Jeff @@dark_apprentice and @@Seven to let them know, to avoid any duplication of efforts. As for Kallus, this is what I have now with the weapon variants: I just need to figure out how to create the energy blade effects for the bo rifle and then he'll be set for release (pending sounds). Good idea, I'm probably going to get to them eventually but we'll see. Nice work as always. What are you using to edit the md3 part of the gun. I always have issues with that, I start in blender and save as md3 then have to check in game for positioning numerous times, it's so painfully long. It's frustrating not being able to open md3's in blender.
Kualan Posted January 21, 2017 Author Posted January 21, 2017 Good idea, I'm probably going to get to them eventually but we'll see. Nice work as always. What are you using to edit the md3 part of the gun. I always have issues with that, I start in blender and save as md3 then have to check in game for positioning numerous times, it's so painfully long. It's frustrating not being able to open md3's in blender. I've done the weapons as .glm rather than .md3 Basic process is: 1. Import an existing weapon of the approximate shape and size of the weapon I want to bring in-game. (NB: Have to make sure the 'Skin' box on the Import screen is blank as weapons don't have .skin files and this will cause an error if Blender tries to find one). 2. Import the new weapon mesh. 3. Align the new weapon mesh over the existing vanilla one, reparent the tags to the new mesh (making adjustments to their position as needed). 4. Delete the vanilla meshes once all tags have been reparented to the new mesh. 5. Set the new mesh's material settings in the Ghoul2 properties box to point to the correct texture. 6. Export as .glm (Again, make sure the .gla box on the Export screen is blank as Blender will try to apply an animation .gla to the weapon otherwise which causes errors.) ZanderNao likes this
Jeff Posted January 21, 2017 Posted January 21, 2017 I've done the weapons as .glm rather than .md3 Basic process is: 1. Import an existing weapon of the approximate shape and size of the weapon I want to bring in-game. (NB: Have to make sure the 'Skin' box on the Import screen is blank as weapons don't have .skin files and this will cause an error if Blender tries to find one).2. Import the new weapon mesh.3. Align the new weapon mesh over the existing vanilla one, reparent the tags to the new mesh (making adjustments to their position as needed).4. Delete the vanilla meshes once all tags have been reparented to the new mesh.5. Set the new mesh's material settings in the Ghoul2 properties box to point to the correct texture.6. Export as .glm (Again, make sure the .gla box on the Export screen is blank as Blender will try to apply an animation .gla to the weapon otherwise which causes errors.) Wait are you saying for 1st person view I can use a glm instead of a md3?
Kualan Posted January 21, 2017 Author Posted January 21, 2017 Wait are you saying for 1st person view I can use a glm instead of a md3? Oh wait, right, 1st person view...I, er, may have forgotten to test that. awkwardly shuffles off to go see if that works at all... Penekowski, ZanderNao, Jeff and 2 others like this
Jeff Posted January 21, 2017 Posted January 21, 2017 Oh wait, right, 1st person view...I, er, may have forgotten to test that. awkwardly shuffles off to go see if that works at all... Yeah I can do the glm quickly, it's the problem of I can't open md3's with blender to make adjustments to the md3.
swegmaster Posted January 21, 2017 Posted January 21, 2017 There is an md3 import/exporter addon for Blender, let me find it. It's not included in the main JKA Blender addon bunch @@mrwonko made. Jeff likes this
Jeff Posted January 21, 2017 Posted January 21, 2017 There is an md3 import/exporter addon for Blender, let me find it. It's not included in the main JKA Blender addon bunch @@mrwonko made. That would be a life saver.
swegmaster Posted January 21, 2017 Posted January 21, 2017 Here it is: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3 TheWhitePhoenix, The Punisher and Jeff like this
TheWhitePhoenix Posted January 21, 2017 Posted January 21, 2017 Here it is: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3Dude, I'll be sure to add this as well. Thank you so much.
Jeff Posted January 21, 2017 Posted January 21, 2017 Here it is: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3 Thanks this makes my life so much easier.
Kualan Posted January 21, 2017 Author Posted January 21, 2017 Okay, yeah, there are some issues that need to be ironed out for the custom weapons. MD3 is exported correctly, but appears invisible in-game in 1st person mode. Appears correct in 3rd-person and NPCs' hands, but then reverts back to the vanilla weapon it replaced when they die and drop it. I'm sure I can figure it out though, must have just overlooked some steps.
ZanderNao Posted January 22, 2017 Posted January 22, 2017 I'm really excited to see how this turns out, thank you Kualan for all you are doing, and Jeff for helping!
DarthDementous Posted January 22, 2017 Posted January 22, 2017 Krennic update: impressive, most impressive. I'm glad that there's valuable resources even in a Star Wars mobile game for modders to use. any chance of using the cape from the Force Arena Krennic model? texture and shape wise it was pretty much perfect whereas the only viable option in JKA is the Dooku cape which is hard to convincingly re-texture and re-shape. something about the crisp stark white cape just completes Krennic's look. on the note of Force Arena models looking better than the Battlefront ones I think the developers particularly excelled in the area of faces (except for Tarkin, although I've only seen it in-game). the entire Rogue One cast in that game look astonishingly accurate despite a low polygon budget - a testament to the overall quality.
Kualan Posted January 22, 2017 Author Posted January 22, 2017 impressive, most impressive. I'm glad that there's valuable resources even in a Star Wars mobile game for modders to use. any chance of using the cape from the Force Arena Krennic model? texture and shape wise it was pretty much perfect whereas the only viable option in JKA is the Dooku cape which is hard to convincingly re-texture and re-shape. something about the crisp stark white cape just completes Krennic's look. on the note of Force Arena models looking better than the Battlefront ones I think the developers particularly excelled in the area of faces (except for Tarkin, although I've only seen it in-game). the entire Rogue One cast in that game look astonishingly accurate despite a low polygon budget - a testament to the overall quality. RE - the cape, not going to happen. Already looked into it but it can't be used without reshaping into pretty much the same shape the Dooku cape already has. Cloth/cloaks/capes don't do very well in JKA as they have to be modelled/weighed in a very specific way to look remotely convincing. Krennic's Arena cape actually wraps itself around the front of the arms (like a sort of curtain) which makes it impractical to weigh accurately in JKA.
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