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Posts posted by Ruxith
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Hey!
Going to the login screen and clicking "forgot password" usually does the trick so long as you know which email address you used for it, otherwise PM a member of JKHub staff and see what they can do in regards to using your old account.
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Cool to see this finally getting finished Mandalorian, looks great.
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Yeah i'm still lurking, just took a break from everything JKA; Rocket league and Overwatch started to take up my time besides working and things. I'll try to get him released within the next few weeks, I kept delaying it to do further reskins, but they can just be included in a later update if I find the time.
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The neck issue is because your weights differ to the edge of the neck, on the head's edges that line up to the neck. Different weights - both parts will deform differently.
Kualan likes this -
Look in the PK3 and figure out how RGB works, then try it on the textures of the jetpack and see if it changes the colour when you change the "char_color_red xxx" etc for the player skin
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It's an interesting dilemma, if RGB is possible on the jetpack model attachment then maybe it would be possible on weapons too.. which would open endless possibilities and creating colour coded weapon texture mods for CTF and other gametypes.
I don't know if it's only a feature that works on player models, but worth experimenting for sure!
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If you come into any problems let me know.
TheWhitePhoenix likes this -
All you do is open the .SHADER file in notepad/notepad++ and change the file directory from "models/players/Kylo Ren/" to "models/players/Dash Lightrider/" for each instance that it appears in the file, and save to then re-add to the .PK3 file and save again.
.SHADER files can be edited in the same way as .SKIN files to accomodate for the new folder name that you have put the skin files into.
TheWhitePhoenix likes this -
He looks weird as a "biker", that bumchin makes him stick out like a sore thumb xD
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Here you go, almost finished.
But when in ALPHA view there's this bug:
This bug happens in modview, it should be fine in-game. It's just the transparency of the hair.
dark_apprentice likes this -
Not true. Ruxith did something similar with his tie pilot reskin. https://jkhub.org/files/file/1104-ruxiths-tie-pilot-re-skin/
It was a bit of clever (some would call it lucky!..) specular shading to make it look more 3D/have more depth as the lighting changes on the mask I didn't think anyone really noticed it as it was subtle, glad you spotted it.
This animation on the face for Rorschach though is very cool, haven't seen something this smooth in terms of skin shader animation effects.
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Your textural wizardry intrigues me each time Ashura, these kind of smart timesaving tools/techniques are really cool.
Looking forward to see what skins you come up with Barricade
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Awesome, can't wait to see what you come up with!
Psyk0Sith likes this -
If they aren't turning off via "<model name>,*off" inside the .skin file, then you have missed one of the areas that you need to rename the model part in blender; so the name you're giving it in the .skin file isn't actually what it is called. You can check by opening the list of model parts inside modview and you will find their real name, or cross check again in blender for your step-by-step tutorial and check you have renamed them properly.
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Make sure you get the hierachy correct, and include the new model parts in the .skin file otherwise it won't work correctly.
In regards to simple commands to work around blender, there's going to be hundreds of people on youtube/forums who have compiled a starter guide to zooming in and such. Most of those things you figure out anyhow.
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There's a good model that surfaced surrounding the MovieBattles community. Maybe download the mod and have a look there.
This one:
KyleKatarn1995, DarthStiv and Langerd like this -
A pretty good Durge model already exists @@Zappa_0 (not talking about the clone wars version from the cartoon pack).
This is what it looks like, it was from somewhere on moviebattle's forum or the pk3s about a year or two ago I think. If only you were as much of a skin hoarder as myself then you would know!
(I have no idea who made it though, anyone know?)
Omega, swegmaster and KyleKatarn1995 like this -
Love seeing your WIPs man
Scerendo likes this -
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Look how happy he looks in his new colourful outfit
Zamzar, KyleKatarn1995 and Teancum like this -
@@The_CrY interesting find about the weequay's extra hair, it seems there's a few sneaky hidden model parts in the base player models. The saboteur has a visor that was never implemented also (which @@SiLink found a few years back).
The solution for you in this case, is to change the model part's name to simply not have "_off" at the end. Do this for head_l_hairshoulder_off, head_r_hairshoulder_off and head_r_hairbackoff. Adding this on the end makes model parts invisible, which is why although in the .SKIN files it has a texture path, but is invisible when in-game. One of many model tweaks they must have made last minute with JKA. Do those changes to the tags see what he looks like
FYI it's like an old saggy predator looking thing xD having his hair on both sides looks a lot cooler though.
The_CrY likes this -
It's not really that hard to convert a model made to work in mb2, to work in "normal" jka again.
eezstreet likes this -
He's actually quite a well-known modder for jka, or atleast he was.
You could try contacting him:
Author : Brejo Savet (aka Slaughter, Jochen Bremer)
Email : Slaughterbremer@web.de(Taken from one of his readme's of a released skin on jk3files)
Alternatively i'm adding a new twi'lek head onto the jedi_tf body currently. I like what he did with the cybernetic lekkus (they are lekkus right? xD).
the_raven likes this
My ModView is broken...
in Modding Assistance
Posted
I had the same issue with Modview, I posted months ago and no one replied/helped. Not sure how it started, I think it was when I installed windows 8/10.
I never found the route of the problem, but downloading Xycaleth's modview was the workaround for me and wasn't really an issue for me anymore as I had an alternative.