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Ultimate Sith Edition Starkiller


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There are some differences between this one and the Sith Stalker armor.

 

SithStalker.jpgSithStalkerArmor-TFUUSE.jpg

 

 

Compared to the Sith Stalker Armor (which we already have): SithStalkerCloseUp.jpg

 

 

Most notably, there are no sleeves to cover his skin, as well as no metal brace around his arm or chest.

 

That being said, could someone please make the Ultimate Sith Edition armor for Starkiller? (First two images posted)

Smoo likes this
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This is something new? It isnt that from moddb?

Is the same from moddb (although i got it from these forums). Just to show is been out for some time. I added backhand animations and the backhand saber and used it to play the Hoth mission (I have several Starkiller models and use them according to the mission I am playing).

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Is the same from moddb (although ibgot it from anpost in these forums). Just to show is been out for some time. I added backhand aimations and the backahnd saber and used it to play the Hoth mission (I have several Starkiller models and use them according to the mission I am playing).

 

Could you please send me link please ? :)

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  • 3 weeks later...

I finally have a chance to put together the updated version.

 

Changes:

  • Light saber (belt) details by @@Seven
  • "Transparent gaps" fixed via shader by @@Jeff
  • made the costume a little bit darker to match the pictures above (me)

 

I just put both changes together. All thanks go to @@Seven and @@Jeff

 

https://mega.nz/#!XM4DhKxI!DAy51B31ZzurtSaMT8o7_Mkp3HNlD7n0a7o11iYUU9k

 

 

to play with standard anims:

  • select the model from the character selection menu
  • via npc by using "playermodel galen_hoth_stalker"

 

to play with backhand animations

  • via npc by using "playermodel galen_hoth_stalker_sbh"
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I finally have a chance to put together the updated version.

 

Changes:

  • Light saber (belt) details by @@Seven
  • "Transparent gaps" fixed via shader by @@Jeff
  • made the costume a little bit darker to match the pictures above (me)

 

I just put both changes together. All thanks go to @@Seven and @@Jeff

 

https://mega.nz/#!XM4DhKxI!DAy51B31ZzurtSaMT8o7_Mkp3HNlD7n0a7o11iYUU9k

 

 

to play with standard anims:

  • select the model from the character selection menu
  • via npc by using "playermodel galen_hoth_stalker"

 

to play with backhand animations

  • via npc by using "playermodel galen_hoth_stalker_sbh"

 

 
I just got this error when the game was compiling:
JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- FS_Startup -----
ERROR: filename length > MAX_QPATH ( strlen(models/players/Galen_Hoth_Stalker/sith_stalker_hoth_body2_spec.jpg) = 66) 

 

 

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I finally have a chance to put together the updated version.

 

Changes:

  • Light saber (belt) details by @@Seven
  • "Transparent gaps" fixed via shader by @@Jeff
  • made the costume a little bit darker to match the pictures above (me)

 

I just put both changes together. All thanks go to @@Seven and @@Jeff

 

https://mega.nz/#!XM4DhKxI!DAy51B31ZzurtSaMT8o7_Mkp3HNlD7n0a7o11iYUU9k

 

 

to play with standard anims:

  • select the model from the character selection menu
  • via npc by using "playermodel galen_hoth_stalker"

 

to play with backhand animations

  • via npc by using "playermodel galen_hoth_stalker_sbh"

 

JAWSFreelao likes this
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the file path is too long, like the game has a character path limit of 64, dont think openjk ups it yet, reduce the name to lord_starkiller like i do

How do I do that?

 

I literally just changed it but I get the same error.

 

Ok... Now I'm getting "Corrupt Zone Header" ...

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I finally have a chance to put together the updated version.

 

Changes:

  • Light saber (belt) details by @@Seven
  • "Transparent gaps" fixed via shader by @@Jeff
  • made the costume a little bit darker to match the pictures above (me)

 

I just put both changes together. All thanks go to @@Seven and @@Jeff

 

https://mega.nz/#!XM4DhKxI!DAy51B31ZzurtSaMT8o7_Mkp3HNlD7n0a7o11iYUU9k

 

 

to play with standard anims:

  • select the model from the character selection menu
  • via npc by using "playermodel galen_hoth_stalker"

 

to play with backhand animations

  • via npc by using "playermodel galen_hoth_stalker_sbh"

 

Hey, do you think you can update the link? (its not working for me)

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Hey, do you think you can update the link? (its not working for me)

 

After "someone" started to use files form people here at The HUB without authorization and make it look like he did them, I removed my links in support of the original authors, and even thought I didn't made this model nor the fixes, I wasn't going to make it easy for "him" either.

 

Anyway, there is the updated link 

https://mega.nz/#!KJA0WJhR!UaFT4RIFUsGneT0M6uTArJD0_z4XeQY5ARviO1D-aRo

 

 

Although I've never had a problem with it in OpenJK, I renamed the files shorter. Maybe that fix some of the issues.

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the file path is too long, like the game has a character path limit of 64, dont think openjk ups it yet, reduce the name to lord_starkiller like i do

 

Never had a problem with OpenJK.

 

 

 

 
I just got this error when the game was compiling:

 

 

Anyway, after @@Seven fixed the belt/saber details, I was too lazy to rename the files back and kept the names from his file. As @ said, just rename the files.

 

  • Open the model with packscape
  • drag and drop the folders "Galen_Hoth_Stalker" and " "Galen_Hoth_Stalker_sbh" to a temp location on your hard disk.
  • rename the files starting with "sith_stalker_hoth_" to start with something shorter, like "hoth_stalker_".
  • Open the "skin" files with notepad and do a search replace and replace "sith_stalker_hoth_" with "hoth_stalker_".
  • Save the files.
  • replace the folders in packscape with the folders from your computer (I would remove the folders from packscape first then drag and drop the folders in my HD to their original location).
  • Save the model in packscape.
  • It should work.

Now, you could also rename the model's folders and make them shorter (i.e. rename it to "Hoth_Stalker"). In addition to replace the folder names in the "skin" files, you will also need to modify the shader and NPC files to point to the new folder name. Is pretty easy.

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