-
Posts
73 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Alvar007
-
-
-
So glad to have another The Clone Wars fella among us. Welcome back!
-
Haha thanks a lot dude.Oh my god... I'll try not to be a rabid fanboy, but this map? This map is exquisite! A day and a night version? The detailing? Just... Absolutely glorious. I will wait with bated breath for the release! The video skills are amazing too! The scripting is astounding.
I saw them. They look awesome, as well as Bo Katan.By the way, I have a better looking Mando pistol/carbine rifle I'm working on right now, I'll release them as a package later today when they're done.
JAWSFreelao likes this -
Your machinimas continue to impress. Great shot-for-shot work.
Thank you very much. Your last comic issue was great as well. Looking forward to the next one.
Do you create your own animations for the machinimas?
Yes. I create them in Sotfimage and then I merge them in the _humanoid.gla file.
JAWSFreelao and TheWhitePhoenix like this -
Hey guys, I've been working on a night version of the map:
I also made a little video to show the map:
https://www.youtube.com/watch?v=w5UI2Pfn2YU
Also a weapon I'm modelling for a side project I'm doing:
I guess when I'm done I could port it to JA.
I haven't posted anything until now because I have been extremely busy and stressed with studies. But now that the summer is coming I should be able to start with the first episode of my machinimas so that I can release the map for you guys. I hope I can finish both of these or at least one of them.
Anyway, hope you enjoy it.
krkarr, Penekowski, Langerd and 13 others like this -
I can't believe what I'm watching. Tiplee and Tiplar look beyond awesome. I don't know how you do the textures to look EXACTLY like the TV show, but I'm gonna give them a good use for sure on my projects. Thank you so much for this!
-
It is officially backwards compatible. I can play it normally in my unmodded 360. Outcast however is not.
-
I second this motion. I thought I was the only one to think about these girls (I had plans for a possible future project where I would need them), and they would be the first mikkian characters in JA if I'm not mistaken.Bit of a longshot, but I'd love to see someone tackle these Jedi:
Tiplee and Tiplar, Jedi sisters from the Clone Wars-era. Very unique and interesting-looking design, might be something a little out of the norm for you to sink your creative teeth into?
-
I really liked Krennic. It's not often in Star Wars where the villain is just as much of an underdog as the heroes yet still manages to pose a threat.
^This. I like how he has like a "competition" with Tarkin to see who is the best for the emperor and how he tries to fix his mistakes. Besides I just love the actor and his acting, he's really good at it.
-
Another thing I made for my machinimas:
There are more skin variations. Thanks to @@ShenLong Kazama for the textures. He's an awesome texture artist.
-
Yeah I may release it. I think the hilt model is pretty accurate tbh. I also have the actual sounds of the darksaber from the show, as well as the Savage Opress's lightsaber ones. In the mean time I can send you a PM tomorrow with this if you want.You wouldn't happen to be releasing that DarkSaber model, by any chance? The one that's here right now, the blade is solid. I'd like to have the hilt of the Darksaber with a Saber Blade. Until someone makes a more accurate model with a specific saber blade, that's as close as we're gonna get to a Dark Saber in JKA.
I tried doing a custom one myself, but it looked like shit and this is the closest one to Mandalore.I would say definitely try to get something higher resolution going for your skybox on that map, it's very pixelated.
TheWhitePhoenix likes this -
Badass, plan to release the map after you released the machimas?
Yes, that's exactly what I want to do. Although it will take some time, so I might release it before.
Smoo and TheWhitePhoenix like this -
Credits to @@Jeff. He sent me the awesome model.
-
So I finally decided to show some mods I made for my machinimas that I still have to start but I'm busy with studies right now:
This is a Royal Palace of Mandalore map I made inspired by The Clone Wars TV show. You can see some custom textures I took from some episodes.
If you want to see some action in the map I made a little test:
https://www.youtube.com/watch?v=D5VArbXbAp4
Credits to all the authors of the models.
You can notice in the video some custom weapons:
The pistol is the same model as the rifle, but compressed. I did not make them though, they are from a Battlefront II mod.
You can also see a retractable darksaber, since the one here at JKHub has a solid blade, but I'll add more pictures on that later.
Hope you enjoy it so far.
username666, scp_chaos1, ShenLong Kazama and 14 others like this -
Dude, you are the fucking god at 3ds Max. It works! Finally! This was giving me headaches. It wasn't even working with other objects. I knew the problem was something related to that, I remember reading the XForm syndrome on your website. Thank you very much.
-
Yeah, I know. I do that and I link it to the head so the hierarchy is also fine. But it just doesn't move when I see it in modview and in game. It's like transform didn't apply although in the program you can clearly see it does. At first it didn't move because it had the skin modifier already so I had to remove it, place the neck correctly and then rig it again. But still no luck.
-
Ok so my friend @ShenLongKazama asked me to add a neck to the Kylo Ren unmasked model since this feature is only in the masked version and when you try to enable the surface in the skin file of the unmasked version it collapses with the head like so:
Now I'm able to reshape it around the neck like this:
But when I export the GLM file and I enter the game the neck is just staying in the original position like I did no change. I tried placing the pivot in the origin and applying an XForm modifier and everything like it says in @@Psyk0Sith's webpage and in this tutorial: https://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/ but it doesn't work. Does anyone know what is going on? What am I doing wrong? I'm using the GLM importer/exporter for 3ds Max.
Smoo likes this -
Where is that picture from? It looks like Blade Skywalker Runner.
KyleKatarn1995 and GamerRedNeck like this -
Woo-hooo! I will give this a good use in my machinimas.
-
Yeah, there was a PSP emulator (I don't remember the name right now) which allowed you to capture the entire frame you were at the moment. So I was in the first map with Ferroda, I captured the frame, then I went to a 3D modelling program and deleted everything except Ferroda. Then I just converted it to JKA. But it's quite a mess though, that's why I said this one is much better. I can send it to you anyway when I get home on friday.
-
It's just a Frankenstein. I'll take a screenshot when I get home on friday.
-
Omg now that I made my own Mas Amedda (yeah I am the Mas Amedda annoying guy) you come up with this...
Anyway thank you for what you made here.
-
Yeah, I might add more NPC variants with the customskin option. Thanks for that.
-
Can you actually open the mask of bounty hunter Asajj like you did in the picture?
DICE's Battlefront II
in Star Wars Franchise Discussions
Posted
Thanks! Yeah the hero combat system in the first game was very clunky, you had to wait for the animation to end to strike again. In this new Battlefront it has been definitely improved. You can swing your saber whenever you press they key attack, and if you press it constantly you can chain combos as you said. But there is like a stamina bar that limits you the combos so that you don't spam it constantly. Also, whenever you choke another hero it will play the proper choke animation instead of the stun lock that happened in the first game. But you have to be careful with these new heros, you cannot attack multiple enemies at once like you could do in the first Battlefront, you have to play tacticly because you can get easily killed as they don't have that much health compared to the first game. They are like a special class, but you can also regenerate health although at a very low rate. Another thing to notice is that the default trooper classes (except for assault) won't insta-die with an ability (suck as choke or saber throw) at full health. Each class has its own health so that's another reason you have to be careful when engaging your enemy.
That's pretty much what I felt when playing heros, if you think I'm missing something that you want to know, just tell me.
Hope it helps!