-
Posts
73 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Alvar007
-
-
Now... can we have Mas Amedda?
-
Haha no problem dude
Rowsdower likes this -
TheWhitePhoenix, yeyo JK, Jeff and 1 other like this
-
Oh yes!!!! I needed Master Ferroda so much! I did a low quality one with the psp model but since there is the free radical model is much better.
-
Here you are guys, as promised - the Kualan Mega Pack.
Bear in mind, most (if not all) of these models are WIP and in their raw /model folder format, so don't expect anything too sharply polished or perfect. Everything I've put in this thread should be in there with a few exceptions - models using SWTOR heads (because I'm still uncertain about sharing meshes from that property) and the Captain Phasma model (as I intend to give that a full, proper Hub release).
Let me know if anything is missing - I'm pretty sure all the file paths are correct:
https://www.dropbox.com/s/x895juyjel5qzm4/KualanMegaPack.rar?dl=0
What about PM?
-
Wow! Thank you very much for the pack. But I'm wondering: where's Mas Amedda?
Noodle likes this -
Where is that animation from?
-
Hey, I don't know if you remember me: I commented on your deviant art work some time ago. The thing is I made a mandalorian super commando captain with the vanilla boba fett model that I needed for my film. I modeled the horns to it and used the jetpack of your skin (I also modeled some other horns in the shoulders like in the TV show). But it's not your skin so I don't know if you are interested on it. Here's a picture:
-
Damn, I'm so sad to hear that. Maybe if you share it via PM there aren't any problems.
-
Errr... any chances you release your Mas Amedda/ Mother Talzin models? Even if they are not finished? The concept looks really great.
-
That's what I did, but it still doesn't create the animation.cfg although I don't need it. I just modified the original cfg but no success. Did you try the animation in game? I tried it on vanilla game and it didn't work either. I'm using the assimilate version that comes with the SDK, is that the same as yours?
-
It's not working. Still not creating the animation.cfg file even if I uncheck the multiplayer box.
-
Ok I uploaded the folder containing the compiling files + the XSI root file
https://mega.nz/#!6dIjwZyR!o9Mus3T8b9RjzBjGRPr58AZvlBPDFx3AOgkTxTDmMf4
(it seems it doens't add correctly, just copy and paste in your browser manually).
-
I don't get more errors other than the "couldn't create animation.cfg" one. And what exactly do you mean with the anim header file?
-
Well, the thing is that assimilate creates everything except animation.cfg, since it gives me an error. But I modify the base animation.cfg and I replace the BOTH_GESTURE1 animation (taunt saber fast animation from JO) with mine. As for the base folder, I don't think I have a mod that changes SP in an important way, but I used Openjk to try the animation, maybe in the vanilla game would it work?
-
So I managed to create custom animations in MP using some tools from this site. But if I want to try my animation in SP it won't work. The model just stays in T-Pose position during the animation. I tried unchecking the multiplayer box in assimilate settings and recompile it again but still nothing. Anyone got an idea of how to make them work in SP?
Kualan's Kitbash Workshop
in WIPs, Teasers & Releases
Posted
Ok. Thanks for the clarification.