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ZanderNao

Members
  • Content Count

    499
  • Joined

  • Last visited

4 Followers

Profile Information

  • Gender
    Male
  • Location
    Pacific Northwest
  • Interests
    Machinima

Contact Methods

  • Website
    http://holocron.channel80.org
  • Steam
    zander_nao

Recent Profile Visitors

1,584 profile views
  1. No game has ever had the vitality or longevity that I've witnessed with Jedi Academy, and Jeff has this way of distilling and innovating even more inspiration! I am so thankful for him to be part of this community and to create!
  2. Both of these points are so true! I'm enjoying Bad Batch but I can see the potential for good mods even in media that has bad writing, lol. I wouldn't have done the R3 droids without "Star Wars: Resistance." Thankfully for all our sakes, Bad Batch has good writing so I hope there's enough inspiration for some good mods, and maybe even a contest! Good luck everyone!
  3. One is Imperial Fighter Bays available here: The other is a personal landing bay from my film group that I'm on the fence about releasing. You're right, Noodle did great with the shaders! I added the light trim down the interior edge of the wings but that was more of a copy paste job shader wise, lol.
  4. 45 downloads

    ==Dagger Fighter== Commissioned/Organized by Zander_Nao 3D models created by Jabalakastudio https://www.cgtrader.com/jabalakastudio Vehicle and Map converted, rigged and implemented for Jedi Academy by Noodle Radar by Zander_Nao Based off of the Dalkor Dagger from "Star Wars: Resistance" https://starwars.fandom.com/wiki/Dalkor_Dagger ==INSTRUCTIONS== Choose one of the two pk3 files to install depending on which version you want. Normal Version: Install Dagger_Fighter.pk3 into base folder. Second player can enter ship, but turret does not work. Turret Version: Install Dagge
  5. I know it's just a general landing bay, but I think it's charming on its own! Looking absolutely beautiful!
  6. I always seem to have problems with the bitrate for Jedi Academy when it comes to making taunts and things. Though if I ever make a version 2 with taunts, I'd have to go "Ahhhh, Jedi!" lol.
  7. You already know your skeleton work is impressing me! Cham really blows me a way for a lot of reasons. Your frankensteins are really sharp and refined, you can't see any janky seams. It looks so clean and polished. The textures on the clothes are really great! I love vending machines and utilities! Not enough of them!
  8. I wish I had seen this before! This map has so much potential, it's a great feel and a great niche for gaming and filming on!
  9. Wow! Do you have dynamic glow on? Do I have dynamic glow on? Did you do work on the shaders? hahah.
  10. You're coming along in leaps and bounds! I am happy to help. You starting this map energized the community in a way few things have recently, and the security droid and the textures are my little part to keep the momentum going! Looking so good! Thanks for doing what you're doing. The circle door improvements are great too! The ladder idea is perfect. Was that an alternate thermal detonator skin to look like Baby Yoda's silver ball in the above pictures? lol
  11. 189 downloads

    ==New Republic Security Droid== 3D models by Phazzer https://www.cgtrader.com/phazzzer Converted and rigged for Jedi Academy by Jeff Project commisioned and organized by Zander_Nao Prison Transport Screenshots by fullkevlar --NPC Support-- NRSD - Standard Model NRSD_Red - Red Version NRSD_Blue - Blue Version --Optional DH-17 Blaster Replacement-- Include ZZZ_NRSD_Blaster.pk3 in base.
  12. Getting version 1.0 ready for release. It's not perfect, but it's pretty darn good! Comes with an optional replacement for the blaster to make it a DH-17.
  13. The texture pass is completed! This is certainly a complex project with a lot to keep in mind. It's a little weird being a project organizer/commissioner, sort of translating the limitations of JA to try and keep everything working. I had to ask Phazzzer about the poly/vert count because this still looks too good to be true, haha. It'll be put into A-pose to make conversion into game easier. We talked with the mod conversion team about the skeleton issue and reached some compromises. I think we may try in the future to make a more accurate fit or custom skeleton, but given the time/cost/eff
  14. Hahaha. I love that it was like a blind taste test! Throw them in without knowing it and they identified it. Oh! Yes, I'm glad they found the bug so you could get rid of it! The perils of a map like this are getting turned around, reminds me of the Blockade Runner map by SSSID. I almost always had to noclip to figure out which direction to go. Oi, yeah, the droid model looks like a model from a new game cause right now it's super HD. I'm trying to convince Phazzzer to sell the high quality versions of his models, lol.
  15. @Lancelot hahaha, I was so confused when I went to log in and reply, but this makes total sense. Not a problem 😄 Phazzzer used the A-pose model I sent and we're pretty close. I said I didn't care about matching the head to the humanoid skeleton cause it'd just be for the idle animation and better to keep that 1:1 from the source material. Since the elbows and wrists were close, I asked primarily to turn the hands so the palms face the hips and tilt down a few degrees. The fingers will still probably clip into the wrists, and we might have to shorten the forearm, but it is a lot
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