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Vitéz

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Everything posted by Vitéz

  1. Great, would you let me use that belt thing? I know its ported, but still you worked to make it usable in JKA, so I think its fair to ask you.
  2. Hello! Can you tell me where the non-Ashura parts of your clones are from (especially that belt thingy on the torso)? I need clone "gadgets" for my clone project, and these objects you used look great, I'd like to use them as well if I can, but still I'd like to avoid using ports from BFII EA.
  3. I know they're working fine with OpenJK, but I'm only interessted in MBII, and as far as I know, I'm crashing when I use those models.
  4. Since you're making characters for MBII @@Scerendo, do you plan to make lower-poly versions for your Quinlan Vos and Aayla Secura? Personally, I'd really like to see those characters in MBII without the chance to get a random crash.
  5. There are very few players who can make good quality reskins, most of those who can are usually working on their own projects, probably thats the reason why nobody wrote back. However that head looks so good, that I'd be very happy if you'd release the model, even without additional reskins. Reskins could be added as part of "Kit Fisto 2.0" or something like that.
  6. Something is very odd with the head... maybe its something with the hair, but the head of this model just doesnt look like Harrison Ford... the textures are very nice, but at this point they're just enhancing the odd feeling with the head... at least for me.
  7. I doubt this is a full port, Ruxith said it contains ported parts. The body and the robe looks like HS Anakin's body and robe... if its true, there wont be any problem, because there are a lot of frankeinseined model here on JKHub what contains ported parts from SWToR, and they were accepted... note: it'd be wise to replace the base human hands to Kit Fisto's hands.
  8. Installing Visual C++ 2013 solved the problem, thank you very much for your help.
  9. Hello! I'm trying to use this with Max 2016, copied the GLM_Exporter_2016_x64 .dle and .dli files to the .../3ds Max 2016\plugins folder, but when I launch the Max, it says "DLL <...> failed to initialize. Error code 126 - The specified module could not be found." I'm not an expert of this software, so I dont know its a local problem, or its something with the plug-in. Checked Google, it was advised on forums to install the DX9 files from MS site, but it was already installed, so it didnt solve my problem. If anyone tried to use this with Max 2016, please tell me that is the plug-in working (so its a local problem for me) or not.
  10. The models look good on the ModView pictures. Assuming you're working with Blender, I have to ask that were you able to fix the "shading" problem ingame? I've uploaded a picture once to show the problem. If you're not working with Blender than please ignore this question.
  11. Meh, bad news, that means almost every model made by Blander is useless... unless we're lucky with the model of course. Thanks for the answer tho.
  12. Hey! I have a serious problem with frankeinsteining models with Blender. I saw the same problem with models made by others, so I'm not sure this question has been answered in the past or not. I've uploaded a picture, showing 3 Palpatine models. The first one is a simple import of the model in Blender. As you see is painted a red circle to point to the problem. The 2nd one is the same as the first, I just smoothed the hips to focus the "buggy" (?) part in Blender. So, where you can see that "edge", there are double vertices, IMO this is what generates the bug, what can be seen ingame on the 3rd picture. There is a "breakpoint", what modifies the light effects on the body ingame, the back of Palpatine's hips is darker, but it'd have the same "brightness", as the front of the hips has. If I remove/merge the double vertices, the buggy part disappears (I mean its fixed), however I cant export the model back to glm, because it says "cant load surface, UV seam found, split the meshes at UV seams". My point is: I want to remove that buggy part, what is shown in the red circles, but I dont know how to do it without breaking the model and/or the UV map. If someone knows how to do this, please let me know how to do it. Its really important, because I have the same problem on almost every part, where there are double vertices, like there are on Palpatine's hips, and the models I frankeinsteined are basically useless because of this problem.
  13. Hey, great reskin. Do you plan to fix the dual weapon bug on the model or you only do reskins?
  14. I see, well lets hope someone will do it later, if someone want to do it, pls let us know here. @, I just reskined a clone skin what is in MBII, but only the helmet is finished, I'll do some stuffs on the torso later. I'll release my replecament pack on MBII forum, you'll find the extra skins there, Sorry, I dont want to release/send WIP or bad things, the quality is really important for me.
  15. Hello guys! There is a really good Delta Squad model on this site, but there is one problem with it: the offhand weapons like second sabers, second pistols are not in the left hand, they're floating above the model. The description of this file says it is allowed to edit and use this model if we give credits for the original makers. So my question/request is: could someone fix this model? I dont know how to edit models and I dont have enough free time to learn how to do it atm. I'm writing here because I think more people can read this here. Here is the link for the original file: http://jkhub.org/files/file/1919-delta-squad/
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