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Everything posted by ZanderNao
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I'm coming tot his a bit late, but wow... so very amazing. I am delighted beyond belief to see some different rebel looks, and to have a female is an added bonus. It's good to get that diversity in there. And the Jango updates, each update was so exhilarating to see it getting closer to a reality. Will any of them have mouth rigging?
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In single player they seem to be quite interchangeable, but in multiplayer it seems to be a bit tougher. But, as said above the first person weapons are md3. I'm just trying to figure out if there's a way to spawn independent MD3 items onto a map without changing the map itself.
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@@mrwonko I read the story from your tag... Really profound and amazing articulation, my kudos. It reminds me how sad it is that Jedi Academy doesn't have bow/flourish/gloat support under normal conditions.
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Wow! Well, this certainly lays it out for me very efficiently. Going back to the throwable stuff pack, I guess I'm thinking of static, non animated elements from the base game assets being spawnable as NPC objects in multiplayer (accomplished by binding them as static humanoid players that didn't do anything in the pack), but I have no idea how to take what exists as an MD3 in the base assets and convert it into a glm for spawning sake.
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That heavy rodian is amazing!
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Static... Hmmm. Well, the bomb and the beacons both have moving aspects in their SP use, I don't know if that would interfere with their use. The Ysalimari is static in model but spins on the pedastals and stuff. But how would one even get the game to spawn an md3 model? You've got the NPC spawning file, the default skin file for the image pathways, is there any way to get it to point to the MD3 and use it?
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I guess I was lucky to catch him during one of his active periods. That's an insight.
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Alright, so as far as I can determine... .glm are static models in the conventional sense (using skeletons), and .md3 are models that are connected with tags. It seems that everything spawnable utilizes glm models, from npc characters to vehicles and what not. Even my most favorite throwable stuff pack utilizes GLM and classic skeletons. Is that the only way to create spawnable entities? The bomb from the boba fett level, the ysalimari from multiplayer, all of these... would they need to be compiled to a model, weighed to a skeleton and then spawned?
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That sounds like a pretty good method... But anyone know if Chalk is alright? Has anyone heard from him?
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Nothing wrong with voicing opinions.
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Yeah, I've always thought the mono-eye look was really cool. One of my biggest regrets about "Star Wars: 1313" being canceled is that their mono-eye droid probably will never catch on enough to become its own Jedi Academy model:
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I was reading an article about all the darths that have ever been and I came across the image of Darth Jadus. I wouldn't call this a request so much as a suggestion. I figure I pooled all my hopes into Chalk's T3-M4, but the idea of this guy seemed too cool not to put forward as an idea someone might want someday.
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I kept on missing it too... Whenever I get a new computer or install windows, one of the first things I do is run a .dll executable that lets me see into pk3's as if they were zips, since that's what they are. The only down side is that when looking in the base folder, they are indistinguishable from one another. I just happened to have filetype extensions visible for dealing with some videos and went through base and lo and behold, there was the problem. I'll be sure to check that a lot sooner from now on. Thank you both for your help!
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I always use pakscape to save directly into .pk3. I've done a fair share of skins and vehicle mods, adding additional content into the game has never gone bad for me, it's just this replacement that isn't working. EDIT: But wouldn't you know it? You were in the ballpark... The file had been saved as a zip instead of a pk3 despite pakscape being set to pk3, so the game couldn't see it. Renaming it fixed it the issue and everything is as it should be. Thank you for getting me to the sollution!
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I experimented with that a bit... The default file name starts with Re, but I even did a version that started with Z_re to get it to load later. Toward the end I included npc files pointing to the proper models as well as model file pathways over-writing the originals with the models I wanted, but neither worked.
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So I was getting ready to film a cutscene for use in my film group, the Dosuun cutscenes with Rax Jorris... I've played lots of mods that swap around which models are used for specific NPC's and I've even, far in the past, made a few myself... For cutscene purposes, getting the NPC file to point to the model you want to use is supposed to be enough. I tried that, but the game defaults back to the original models. I took it a step further and made the models/players/rax_joris and saboteur folders and loaded them up with the characters I wanted to be using, but that didn't work either. No matter what I do, it just defaults back to the original characters. I feel like I'm missing something rudimentary, something basic, but I don't know what it is. Anyone have some tips?
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Lightsaber-Jackal Shield (Halo)
ZanderNao replied to JAWSFreelao's topic in Mod Requests & Suggestions
That's pretty close to the original request, nice find! -
Lightsaber-Jackal Shield (Halo)
ZanderNao replied to JAWSFreelao's topic in Mod Requests & Suggestions
Where might one obtain the shield gauntlet from? -
I would be most honored to beta test and provide screenshots or video should you so choose.
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If it were a matter of just skinning, there are a few different Kit Fisto models out there... but to get this guy's super cool outfit there'd really need to be a new model made.
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Ahhhh, yes! They have those circling around the force unleashed maps to give the skybox a little more action. It would be very nice to have that in JA too!
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Alright, I took some more reference pictures for consideration with skyboxes and such.
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Oh good... I'm glad. This planet has some pretty scenic backdrops.