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dark_apprentice

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Everything posted by dark_apprentice

  1. With amazing and special thanks to @@The Punisher for taking this model into final steps and finishing the flipped textures of this strange model. Assets by SW: X-Wing Alliance game and credits to @ for sharing the model. @@DarthValeria hope that this suits your needs in order to use and fly with in game: NPC Spawn Vehicle YT_2000 Download YT_2000 Jedi Academy
  2. Sure and on page 14 there's update from Punisher on his take of the model: https://jkhub.org/topic/3834-my-recent-skin-attempts/page-13
  3. No the model is not from Force Arena and is too high detailed for JKA even with Open JK. That is discussed a lot recently, check the WIP pages, there is one SW:TOR kitbash that can work as Praetorian and I already ported him for JKA
    1. Daedra

      Daedra

      Give him an Episode 8 X-Wing and an X-Wing pilot suit and he'd look great.

    2. dark_apprentice

      dark_apprentice

      I'd love to play that game

  4. Yes I and @@The Punisher made him it's somewhere on my wip page. Here are some images to see him. However as I just noticed now, you were looking for the cape/hood in specific. I don't think that will work for you, as I used vanilla JKA's Boba Fett cape and hood from HapSlash.
  5. And what would you suggest, as the model have already 39 parts as it came out, all together making something around 5K verts in total. I'm not sure what else should be splitted as Punisher advised above. Or is there any other way to fix that?
  6. Download the file and take a look to see for yourself its not there
  7. @@The Punisher @ Here, this is the original ship before it was exported as .glm file. On one layer you have the FalconVM (all in white as i have turned off the textures or any other color maybe) >>> and on the second layer you will have the YT-2000 ship (all in pink or black). Original textures as came from the file, not edited, not resized or re-exported in original BPM format. Btw. checked the original model, does not have anywhere this "tex0004" texture, that is why it's not added inside the "model_default.skin" file. YT-200.Bender file
  8. The model have 39 parts to be exact, every single one of them is assigned to texture, which I only copy/pasted as names from the menu of the objects inside of Blender to the skin file. I think it's something else as all textures were used accordingly. Will update in few minutes the pre-export (before I made the ship as "model.GLM") Blender file, with the original textures applied as it comes from Acewell (FacepunchForums) because they were okay. Only problem is whoever opens the Blender file it will shop the Falcon (I used it as reference/base) and the YT-2000 model all in Pink with missing textures, not sure how to prevent this...
  9. So if anyone else here might help to fix those textures, that would be great. I have personally tried to export them from the originals (.bmp) to (.jpg) format using Photoshop but it didn't work, so I have re-sized them in normal size that JKA engine would accept for the game, saved them as .TGA files (that were still missing out from the model in ModView). Than I have exported them again via Noesis 3D to .JPG formats (without) to flip the UV and the result is as shown above from the screenshot. When I tried to flip the UV's from Noesis I get the same result and no changes. Anyone having idea how to fix those textures?
  10. @@The Punisher I would say:
  11. If you count the image of them at snoke throne room, they are 8 Praetorians, but im not that sure if all are different
  12. Yes, but they still don't work because some amounts are like (16 x 64 pixels) or others are too high, so it's out of my scope. Here if anyone can take it from this stage thumbs up: Jedi Academy: YT-2000 Vehicle (it is ported), original model&textures + credits to (Star Wars X-Wing Alliance modelers, Kylo Ren). Model have: + Original BMP textures in original size. + Model_Default.SKIN file > finished. + model that works at least in ModView for now, but will be all white (missing textures). What needs to be done: + Either make new textures or somehow resize them correctly so that ModView & JKA game can recognize/use those textures. + Pack everything up (when finished with textures), make a NPC + VEH files&folders, play with it
  13. Well well, the model is done. Whoever is willing to spend hours figuring out which textures is where inside of Blender, so that the "model_default.skin" file is complete, I am going to share with him/her the model and all other assets in there. I had enough with all those 39 parts in total, so if anyone interested hit me up here or at PM, so we can finish up the skin file, pack into .pk3 file and test it in the game. Never mind, managed to figure it out. Still have to see if possible to change the textures, as they are below the minimum size allowed for JKA to run.
  14. Ok that was another pain in the ass. The model itself (YT-2000) directly from here is 11,102 verts and without textures applied, I tried myself and can't figure which part is where. Good news is thanks to Acewell from Facepunch forums in one of the very first topics there, he provided the very same ship from X-Wing Alliance, with applied textures and somehow reduced to 5027 verts *huray* now that will save a lot of time for me and I am getting to work on it (finally).
  15. Are those from X-Wing Alliance game I think a lot of fun and new ships will happen very soon, brace yourself JKA! p.s. the PSX version is over 300K verts impossible to get in JKA.
  16. Thanks and yes I am aware of those, as well there are some clipping issues with the back side of his robes. Thought I have fixed both of his hands as the original version that I did not released had that issue, while the one I shared above works fine with me both in game and at ModView (hands were separately weighted) and also the helmet was pain in the ass to port as it was too much detail connected together and had to split few parts. I will check it up at the weekend I believe, but anyone else who can fix it or willing to I am ok with that. You don't have to wait for me.
  17. Thanks for that. Sadly it comes without any damned textures and someone will have to unrwap it and play around with that. Wonder if we might release a beta version with this one from page 01: https://3dwarehouse.sketchup.com/model/ub7916bc1-5347-4100-bd48-21ec935d3bba/Otana-YT-2000
  18. BTW can you update the link of the PSX model a I get some error with it. I saw the two suggested by Psyk0 but are too low poly even for JKA
  19. Are you sure, that only new textures might improve this model?
  20. Nice, I like both versions and if there are more helmets we might make all 8 of them. Will see if I can add something else to improve him, but perhaps this weekend.
  21. @@ShenLong Kazama Thanks for sharing the model from SW: TOR it was fun to practice with, might use it at OpenJK. Spec texture makes him look a bit orange-ish but you can fix that or just remove it. Praetorian "Npc spawn da_Praetorian" to use him
  22. If you find any better models of YT-2000, that are at maximum 5000 verts in total I might be able to give you a hand on that.
  23. How does a Mobile game > Force Arena, that has lower quality models have a higher quality Pretorian than Star Wars TOR for PC?! There are only (x 2) models available of Pretorian guards. One from "Star Wars: Find The Force AR Game" and one from EA Battlefront 2 (2017) those two are far too detailed indeed.
  24. I am interested to take a try on that one, but since when Force Arena have the Pretorian, as far as I am familiar with their assets they don't have it.
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