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Ruxith

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Posts posted by Ruxith

  1. Also maybe try testing the skin without any other "mods" inside your base/japlus folder to be sure it's something wrong with your model. Again it might just be a matter of a missing open/closed bracket that's making the shaders not work. Maybe you're missing a tag if the lightsaber isn't showing? I know it's all basic things but very easy to forget about checking.

    Scerendo likes this
  2. In response to @'s topic and @@dark_apprentice's attempt I started something.
     
    I wanted to get this guy out for valentines day (aww how romantic!) but I got swamped with work at my job so I haven't been able to get anything finished to do a public release. This isn't anything magical so i'm not expecting any praise or criticism, it's just a good old frankenstein project to get us a decent looking deadpool model into jka. This is a screenshot of an early WIP, since then i've tweaked the hood a little and started retexturing the body; the weights all work perfectly ;)
     

    0aGTQUw.jpg


     
    Now that i don't have a timeframe i'm probably gonna go with my original plan and try to make some of the costume variants too, so any updates i'll either post here if they're wanted or just upload something when it's ready!

  3. Frankensteining for JKA using JK2 model parts? Yeah use the same things you use for frankensteining in blender in general, but with a few extra steps.

     

    Replace the humanoid file with the jk2 one in the _humanoid folder of your base/gamedata setup, then import a jk2 model into blender. Save the file as a .blend file, then swap the humanoid files back to the jk3 one. Then import your jk3 model, then press SHIFT + F1 and it will open a menu to search through for a saved .blend file to partially import. Find your saved .blend file and navigate through the mesh (I think if I remember) folder and find the model parts you wish to include.

     

    Bare in mind that some model parts, like possibly hands or feet use different bones (which may then need to be re-weighed), but misc parts or arms/torso/legs/head etc should use the same bones/vertex groups, so just double check that once imported otherwise it simply won't work.

     

    Let me know if you have any problems.

  4. Pakscape works like winrar, to export files from inside the .PK3 files, and to create new ones. You need to rename the folder DT's skin uses to match the one inside "assets1.pk3" which should just be "stormtrooper". You then need to edit the .skin files (with notepad) from DT's file to match the new folder name, and then save it as a new PK3 file.

     

    Because it uses a "shader" you will also need to open the .SHADER file within the "shaders" folder and modify the paths to match the newly named folder.

     

    Don't blame it on the painkillers bro, dovahkiin took an arrow to the knee and what did he do? He slayed a couple dragons! (okay maybe not entirely true but the joke still stands xD)

  5. Well you put "for myself" in bold and said that you don't plan on releasing it, so it made the assumption that the OP was just to boast about your own mod that you were keeping to yourself, it just seemed like a pointless thread as personal mods don't really require permission from authors as it's never going to be released or publicized. If you were planning on showcasing it to the original authors to show them what you've done with their mods as a homage to their work then that's fine, but it just came out as a bit of shameless advertising trying to get permission for something no one's ever going to see, and I hate it when people do that xD

     

    That's fine though, you've said now that you're plan is to actually release it as a compilation pack so i'll take that back. Good luck with the mod.

    Darth Martyr likes this
  6. Oh okay, well this kind of hair does exist in other models, I can't pin point them off the top of my head but it does exist, though the face is different. It can be applied via frankensteining and put onto Scerendo's female jedi customisation pack's body.

     

    Yuna's hair is close-ish

    You can always choose something nicer like Mara Jade's head, you don't always have to stick to canon just because of how it looks in an older game, give it your own take on it.

    Might have been Meryl Silverburgh

  7. Yuuzhan Vong

    BB-8 (credits to Jeff, this was one of the packs he posted in his topic a while back) - Never looked at it though so have no idea how it is in-game.

    Poe Dameron is currently a WIP

    There are several cool reskins of the reborns/cultists, do a bit of searching.

    You could probably reskin these to make a good zombie stormtrooper.

     

    I don't know why you didn't do this yourself, took me five minutes to find almost all of your requested skins.. xD

  8. @@GMRobinHood

    It always pays off to do a bit of research before asking questions :P how about you check the tutorials section on here first. Follow the guide up to modifying the .skin files of a skin. Basically you just need to change the file's path to match the default stormtrooper, or Luke's folder that's inside the assets1.pk3 of your base folder (you will need to figure out how to open PK3 files and .SKIN files before being able to do any of this yourself but the tutorial covers that), and then rename DT's folder and .skin files to match that folder. The tutorial should explain enough for you to be able to do it yourself.

     

    Dismemberment is a model feature, so changing the file paths won't disable it from working. If a model has model parts named to what the dismemberment system is looking for (r_leg, l_arm, head, etc) which almost every model in JKA uses, then dismemberment will function fine. It can look a bit funky however depending on WHERE the model has been separated into these parts, and if the creators included a thing called "caps", which is what you will see where the limb was cut off with the dismemberment, without them you will just see an empty hole.

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