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Ruxith

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Posts posted by Ruxith

  1. It was more saying that porting into jka doesnt involve any real "hard work", which is a lie as weighing models isn't the simplest process (unless it's just a helmet as mentioned). It wasn't anything about the artist/creative side, as did say.. porting content shouldn't be considered an artist's role but at the same time it's still not a 2 minute process. But it's fine this topic has reached it's end so I won't intervene anymore here.

    Ramikad, Arbok and TheWhitePhoenix like this
  2. Damn Chalk not again, I thought you let it go! xD

     

    I don't think anyone who ports content into JKA generally considers themselves for that specific piece of content as an "artist", those that do are just being egotistic because they're putting something into JKA which doesn't exist yet and at that stage where they're simply proud of themselves, just like in any situation. Porting still isn't a 5 minute job though, if it's just something that has 100% weight like a helmet then fine I completely agree with where you're coming from, but for me it still gets treated the same "technically" as any other model, in regards ONLY to the weighing process; aligning the model to the jka skeleton, assigning correct weights etc. It's a 50/50 thing for me (if we're still discussing all of this), so long as those who post ported content don't claim the model creation as their own work. There's still a lot of man hours that go into putting a model that isn't scaled/posed correctly to JKA's skeleton and making it playable in-game.

  3. XD yeah I guess patience really is a virtue now hey!

    Hopefully I can find some time to get back onto releasing the things I promised soon. I also have a few new stuff I started that I haven't gotten around to finishing aswell, ffs rux.

    Working 6 days a week sucks!

    Daedra likes this
  4. Ashura recently released a base male & female base mesh on jkhub which you could possibly use? Unless you're planning on creating a video where you show the process to creating your mesh and putting it into jka; to then providing it in the source files for when people view it and start creating their own.. is that what you're saying? Essentially creating a basic/generic model from scratch for jka, and recording the process, then providing the source files.

     

    Most people are using blender atm afaik, simply because of the frankensteining files, but the other half are using 3DS Max.. isn't softimage kind of obselete now? Don't hold me to that I don't know enough about all of the modelling programs xD

  5. Everyone has to start somewhere, fortunately for people nowadays it's been made far simpler, as they've been given a head start with 3d models for jka. You can't blame them when it's all been handed out on a plate, making frankensteining very straight forward. But atleast the majority have started expanding into learning to do more with the models than simply swap objects and maintain weights. They've used frankensteining almost as a template, a guide to enable them to edit their own models and weigh objects themselves. It does have it's positive side too from all of this.

     

    I get why you're mad, but it's not entirely their fault. I just see it as a positive thing as it brings more creative minds to the table. So many communities i've been in over the years where the only creative people are those making forum signatures, or changing the colour of a texture for a skin. This atleast opens the doors a bit to see how creative people can be when they have free roam. I see frankensteining almost as a sandbox for 3d modelling, like garrys mod in a way. By no means would I ever rate someone who only does frankensteining to that of a 3d artist but I like to see what people can come up with and the ideas people have that many of us would have had years ago when frankensteining and editing models was a chore in itself.

  6. I think you forget that this is a community website, not "specifically" an artist website like polycount or the like. If people want to post content that they are creating/modifying for the game in the "Art, media & technology" section then who are you to tell them that they can't, or that their post HAS to be tagged as ported content as if they're doing something wrong. Do you think you're above them or something? You still get compliments and criticism on your work when you post WIP of your models, and if you requested the more knowledgeable members of the community (3d Modellers/artists) for critiques on your work then you would receive it. I don't really get why you have been making such a big deal out of everything lately with this ported/frankensteining topic.

     

    If anything the ease of being able to "frankenstein" models together recently has given a lot of people in the community a reason to create content rather than simply sitting back and wait on others. People are now able to communicate clearer together about possible mods and ideas rather than just requesting it and expecting someone to create a model from scratch for them. More people are now able to create customised models for jka, you need to see the positive side of this situation. If you want to tell everyone off for making a model they want to use in the game simply because you think it's insulting for you, because you've given yourself the title of an "artist" as you've decided to bite the bullet and create the 3d models from scratch, then I think you're hanging around on the wrong forum.

     

    As I said, if you want critiques then ask for it, but don't go giving all of the guys who are learning frankensteining or then deciding to go further, to learn weighing and adding a 3d object onto their model from outside of jka a hard time and saying that it insults YOU. If anything it's a starting point for them to actually learn the basics of 3d modelling. If you haven't caught up on things lately, there are people who you'll be classing under the "frankensteining" group that have started editing meshes, uv's etc and actually beginning to do some of the more complex tasks. Maybe they are now artists too. xD sorry i'm just fed up of this kind of drama, people ranting because they are upset about something minimal.

     

    Fair play to you for wanting to create the 3d models from scratch, but I think it's just unfair that you are making such a big deal out of this and trying to discredit people who have learnt to frankenstein, weigh 3d models into jka and learn the whole process. You forget, these people have also had to learn their way around the 3d applications too, it's not like they just click a button and it's all done for them. They do still have the same level as respect that they did have for people like yourself, Psyk0, DT, Ashura, Scerendo etc who do create fantastic models for jka and in general, it's just that frankensteining gives everyone else a little bit of creative freedom to design something that they want to have in jka themselves, something we couldn't do all those years ago unless it was just editing textures and shaders.

    Omicron, Bart, Seven and 3 others like this
  7. Back in the day I think everyone was reskinning either one of the jedi's or the shadowtrooper model for things like spiderman, ironman, venom etc (though i'm probably wrong again). Atleast nowadays we can do frankensteining a lot easier so head swapping/adding parts has become a lot easier for the "less able" who can't actually create the model parts we require ourselves.

     

    I would have said using the "jedi" (model/jedi) model would be a good starting point, then you can search for other existing models to add certain items of clothing, armour, or helmets and accessories that you require and then retexture them, add shaders etc. You'll also find a lot of the male jka skins use the same mesh so a lot of the existing textures can be used for your project.

  8. I seem to remember this issue regarding the hapslash readme file for the imperials coming up before.

     

    Is this the one?

     

    ******************************************
    JEDI KNIGHT II : JEDI OUTCAST MODIFICATION
    ******************************************

    Title            : Improved Imperial Officer
    Author            : HapSlash
    E-Mail            : slash_happy@yahoo.com
    Website            : www.hapslash.com
                : http://hapslash.tripod.com/
                : http://p217.ezboard.com/bhapslashsvoid

    File Name        : HS_imperial.pk3
    File Size        : 3.39MB
    Date Released        : 04-25-05

    Model & Textures - HapSlash
    Mesh Optimization, Weighting, & Conversion - INFINITY BLADE




    Description:
    ----------------------------------------------------------------------

    The first pk3 will overwrite the Jedi Outcast's default imperial model, and was intended to be your all-purpose standard officer. The model itself features 7 different rank badges, 4 individual code cylinders, 2 seperate pairs of belt boxes, and an additional holster.

    The pack also contains 6 different texture sets for the various uniforms; although not all of them are set up to be used in this pk3, and with separate base textures for each of the rank badges included; virtually any rank of officer can be recreated.

    The traditional team skins have been replaced with full color uniforms; red, representing the uniform of the Imperial Intelligence agents; and blue, similar to the uniform of the officers of the old republic.

    Since this was truly intended to be a simple model replacement, there are no new bots or extra sounds; only what is needed to overwrite the original officers.


    Also included within this pack, is the DH-17 model replacement for the original imperial pistol.




    Comments:
    ----------------------------------------------------------------------

    Well, here it is after all this time.  Based on Raven's imperial model, I originally started this project for the Dark Forces Mod in the fall of 2003. I intended for it to be finished immediately after the Improved stormtrooper was in the spring of the following year,  but one thing lead to another, and due to unforseen circumstances; the model was eventually pushed back into oblivion.

    But fortunately, I was finally able to get it weighted & converted.  So, here is the finished version at last; a full year later than I had wanted, but finished none the less.

    Once again thank's go out to INFINITY BLADE, without whom this project would still be unfinished.




    Installation:
    ----------------------------------------------------------------------

    Simply extract both pk3's to the gamedata/base folder of your Jedi Outcast directory.  The second pk3 (HS-imperial_npc.pk3) contains an altered npc.cfg file that will utilize the extra parts in the SP game.  This will overwrite, or be overwritten, by any additional npc.cfg files you might have already added.  So keep this in mind should you find that the officers all share the same configuration.  You will either need to remove any additional npc.cfg files or alter them according to the text document that I have also included.




    ======================================================================
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

     

     

    @@Barricade24

    Barricade24 and Cerez like this
  9. Maybe convert it to a png/open in photoshop and save as a JPEG? How did you convert the file in the beginning?

    as a jpeg, so long as it previews with the textures then it shouldn't have this issue as far as i'm aware.

  10. Look inside the PK3 and all will be revealed! It uses a shader for the lens and the armor, so the paths had to be ammended in the .shader file to match the new folder name and titles of the textures for it to display correctly.

     

    If you have a problem with missing textures @@the_raven  then open up a new topic explaining your problem in a little bit more detail and someone'll try to help you :)

  11. Well the model started out as a kitbash with a ported head model, but I wanted to learn to weigh models as adding weights to a head isn't complicated xD so it's become a fully ported model. This means it can't become an official release unfortunately, but when something's finalized I will post screenshots in here and anyone who would like to use it can have a download link for it via PM.

    KyleKatarn1995, genetix and Smoo like this
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