Guest Akula Posted October 7, 2015 Posted October 7, 2015 So I was playing the Imperials to Rebels mod, and I thought "Wouldn't it be cool if I could play as Kyle in stormtrooper armor?" (As in no helmet) So after spending 2 days trying to figure out how to use 3dsMax, and screwing it up at every turn, I've come to you guys to ask if anyone would be interested, or if it has already been done?
Rayce Posted October 7, 2015 Posted October 7, 2015 I'm pretty sure there's one out there somewhere...
Bek Posted October 7, 2015 Posted October 7, 2015 BAM! http://jkhub.org/files/file/619-ds-troopers-pack/
Guest Akula Posted October 7, 2015 Posted October 7, 2015 BAM! http://jkhub.org/files/file/619-ds-troopers-pack/You rock! Thanks for the help.
Bek Posted October 8, 2015 Posted October 8, 2015 You rock! Thanks for the help.I forgot I made it into a npc a while back, here's a download link for Kyle in stormie armor specifically: https://drive.google.com/file/d/0B6SNmRAqpEKrM2tvcnNhWGgydjA/view?usp=sharingIt should replace the default Kyle.
Guest Akula Posted October 28, 2015 Posted October 28, 2015 I forgot I made it into a npc a while back, here's a download link for Kyle in stormie armor specifically: https://drive.google.com/file/d/0B6SNmRAqpEKrM2tvcnNhWGgydjA/view?usp=sharingIt should replace the default Kyle.Okay, so I've been trying to use this mod, the playermodel command isn't working, neither is the /model, and trying to rename kylestorm to just Kyle ends up completely breaking the model. I'm playing Jedi Outcast, btw.
Ruxith Posted October 28, 2015 Posted October 28, 2015 Did you edit both the folder name in pakscape and the paths inside the .skin file?
Guest Akula Posted October 30, 2015 Posted October 30, 2015 Did you edit both the folder name in pakscape and the paths inside the .skin file?Yep, this is the result.
Ramikad Posted October 30, 2015 Posted October 30, 2015 That's what happens when you use a JA model into JO. The _humanoid skeleton in Jedi Outcast has more bones, and since those bones were removed in the Jedi Academy _humanoid, it'll end up with this mess. You'd have to recompile the model using the JO skeleton.
Langerd Posted October 30, 2015 Posted October 30, 2015 Yep, this is the result.<script pagespeed_no_defer="">//=d.offsetWidth&&0>=d.offsetHeight)a=!1;else{c=d.getBoundingClientRect();var f=document.body;a=c.top+("pageYOffset"in window?window.pageYOffset:(document.documentElement||f.parentNode||f).scrollTop);c=c.left+("pageXOffset"in window?window.pageXOffset:(document.documentElement||f.parentNode||f).scrollLeft);f=a.toString()+","+c;b.b.hasOwnProperty(f)?a=!1:(b.b[f]=!0,a=a<=b.e.height&&c<=b.e.width)}a&&(b.a.push(e),b.d[e]=!0)};p.prototype.checkImageForCriticality=function(b){b.getBoundingClientRect&&q(this,b)};h("pagespeed.CriticalImages.checkImageForCriticality",function(b){n.checkImageForCriticality(b)});h("pagespeed.CriticalImages.checkCriticalImages",function(){r(n)});var r=function(b){b.b={};for(var d=["IMG","INPUT"],a=[],c=0;c=a.length+e.length&&(a+=e)}b.g&&(e="&rd="+encodeURIComponent(JSON.stringify(s())),131072>=a.length+e.length&&(a+=e),d=!0);t=a;if(d){c=b.f;b=b.h;var f;if(window.XMLHttpRequest)f=new XMLHttpRequest;else if(window.ActiveXObject)try{f=new ActiveXObject("Msxml2.XMLHTTP")}catch(k){try{f=new ActiveXObject("Microsoft.XMLHTTP")}catch(u){}}f&&(f.open("POST",c+(-1==c.indexOf("?")?"?":"&")+"url="+encodeURIComponent(b)),f.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),f.send(a))}}},s=function(){var b={},d=document.getElementsByTagName("IMG");if(0==d.length)return{};var a=d[0];if(!("naturalWidth"in a&&"naturalHeight"in a))return{};for(var c=0;a=d[c];++c){var e=a.getAttribute("pagespeed_url_hash");e&&(!(e in b)&&0=b[e].k&&a.height>=b[e].j)&&(b[e]={rw:a.width,rh:a.height,ow:a.naturalWidth,oh:a.naturalHeight})}return b},t="";h("pagespeed.CriticalImages.getBeaconData",function(){return t});h("pagespeed.CriticalImages.Run",function(b,d,a,c,e,f){var k=new p(b,d,a,e,f);n=k;c&&m(function(){window.setTimeout(function(){r(k)},0)})});})();pagespeed.CriticalImages.Run('/mod_pagespeed_beacon','http://jkhub.org/index.php?s=b4b1f7fd0890f788ce4df2879191d1e3&app=forums&module=ajax§ion=topics&do=quote&t=6373&p=94721&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,qWLXzJ-b4O,true,false,_W9krsY1k6U'); //]]></script>&&0HOLY SHIET!!! WTF?!?! That's what happens when you use a JA model into JO. The _humanoid skeleton in Jedi Outcast has more bones, and since those bones were removed in the Jedi Academy _humanoid, it'll end up with this mess. You'd have to recompile the model using the JO skeleton. Hmm a quick question - Is it possible to fix that in blender? I mean import the JA skeleton and just parent all model parts to that skeleton?
Psyk0Sith Posted October 30, 2015 Posted October 30, 2015 You'd have to change some things to make it backwards compatible...like renaming bones and changing the weights/bones on the left hand tag. Possibly right hand bone needs renaming too.
Artemis Posted October 31, 2015 Posted October 31, 2015 Wouldn't it be less work to just remake it with JK2 parts instead? O.o
Langerd Posted October 31, 2015 Posted October 31, 2015 No, it's actually quite easy to do Hmm why just not make Frankenstein using Jk2 stormtrooper and kyle model? With skeleton as well? I think it would be faster process but dunno abou frankensteins for JO We would also create normal stormie, with shoulder pad and for example swamp trooper
Anni Skywalker Posted October 31, 2015 Posted October 31, 2015 Ive done this like along time ago it worked for JkA/MB II the model works took me abit but i got it going good http://puu.sh/l4age/741f415e6f.jpg
Guest Akula Posted October 31, 2015 Posted October 31, 2015 Ive done this like along time ago it worked for JkA/MB II the model works took me abit but i got it going good http://puu.sh/l4age/741f415e6f.jpgMind sharing?
Anni Skywalker Posted October 31, 2015 Posted October 31, 2015 sure here is the model i am a nice guy reminds me i should be checking/modding more just soooo much games to play atm puu.sh/l4FCH/58e4a113ff.rar
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