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Posts posted by Circa
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Here's an easy way to do it:
Make a separate folder called whatever you want. I'll call it aurora, assuming that's what you want.
Now go back to the original folder and you need to look in the .skin files (opened with a text editor like NotePad) of the parts you want to keep of the model. Every line that has a file path (models/players/jedi_hm/texture.jpg) is the file that it uses. So go through the folder and copy those files and paste them into the aurora folder. Make sure you do it for head_b1.skin, torso_b1.skin, and lower_a1.skin. Those are what is pictured in your post.
So you have the textures, now you need those .skin files in that folder. Copy them over to aurora. Now you need to change the path so the game and modview know your textures are in the aurora folder. So go through those .skin files and change each path to say "aurora" instead of "jedi_hm". I always use the Find and Replace feature for this, it's much faster. Do that to each file.
You need to combine those skin files to make a default skin file. In NotePad, open a new document and open the three .skin files. Copy and paste all the text from each file into your new document. Do it in order from head, torso, and lower. Make sure there isn't a blank line at the top. Now save your document as "model_default.skin" (not .txt) and save in your aurora folder.
Now you also need the model file so find "model.glm" in the jedi_hm folder and copy that over.
If you want your model to show up in the SP menu, keep the head, torso, and lower skin files in your folder and find the corresponding icon files that match up with your choices. So select icon_head_b1.jpg, icon_torso_b1.jpg, and icon_lower_a1.jpg. Copy them over to aurora as well. Then copy over player choice.txt
In order to make your model show up in the MP menu, you need an icon for the model_default.skin you made. This can be one of the ones you just copied over to your folder, or you can make one. If you make one, make sure the size of it is 128 X 128 pixels.
I think that's it. If I forget something, someone else chime in.
Aurora Loran likes this -
Looks better. I'm still not a fan of the textures, but that's from the original and not really your fault. It seems you've done your best to fix it all. Good work.
Mandalorian likes this -
Looks awesome! Keep up the good work!
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Yep.i herd dat Circa plays as either Kyle or the black Jaden
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I just stick with the default Jedi model with the beard. Or the human male with the brown head.
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True, I didn't think of that.I for one appreciate being spared from dickhead-skins and nude Jans.
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I wouldn't know. I haven't even completed anything yet.Don't you find that having to re-weight it can be tedious though?
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No, I have been asking around for that too. Someone really needs to make one. I tried just converting the GLMs to something else and import that. It kinda worked but I'm sure someone with more experience would have a better answer.Do you know of a .GLM importer for XSI?
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I meant the process of using the software to get a model in game, not necessarily modeling itself. That's probably learned from experience, no?Negative. it's for people who have a basic understanding of modelling and the approximate workflow of getting a character into JKA. He will not be making a basic modelling tutorial. If you can model a character, he will help you get it ingame. From my understanding. youtube the basic stuff.
ChalklYne likes this -
@ChalklYne, did you drink to much caffeine before you wrote/edited that post?
ChalklYne likes this -
@minilogoguy18 is making tutorials on modeling using XSI. Check it out here.
It's focused on people who don't know how to model (like me) and it' exremely basic (I assume), but I'm sure it's helpful for knowing the software.
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I wish auto download was just a default option and couldn't be changed. I too like to be individualistic and would love to use my custom skin, but if I am just Kyle to everyone else, what's the point?
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Even the effects are the same. The only differences are the name, model, and code.
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That would be a disaster if there were "different versions".
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You could just switch the two models and give some NPCs the Bryar-functioning DL-44 so there's still some variety in weaponry. And Kyle will have a DL-44-functioning Bryar.
Asgarath83 likes this -
Chalk, I'm really glad you're a good sport and take criticism really well. B)
Honestly, I think your previous version was closer. You should keep working on one version, and not keep starting over.
DT. likes this -
Disney doesn't really have a say in it I don't think. It's up to George Lucas. I think that's how it works, I could be wrong.
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Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/
Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
That's just how JA works. You're not technically supposed to have the bryar so i doesn't support it fully. You'll probably have to replace the DL-44 blaster pistol with the Bryar like how I believe the DF mod did.
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Scripting master: @therfiles
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@wonko, due to not answering stuff anymore on map-forge.net i decided to state this questions on jkhub - considered to be a more active community.
You'd be right. There are many people here that should be able to help you. I think mappers are in abundance in this community.
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I'd be okay with either a carbon copy or altered. Some alterations would give it a little originality.
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Yeah, Raven sucks at cinematics and dialogue.
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Yep. I'm gonna have to read those books that he's in.
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The ones posting updates in that thread on LF.com would know, if it's not them.
Boba Fett : Bounty Hunter 2
in WIPs, Teasers & Releases
Posted
The screenshot command should be sufficient. What I use is the zoom script mod to get good pictures ingame. See if that helps. I'm going to be releasing my own version of it here on JKHub soon.