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Ruxith

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Everything posted by Ruxith

  1. Their site does the exact same thing my old old clan's forum does. If you're quick enough you can stop the loading before it redirects to japlus.net and still view the pages. Here's a link to the download: http://www.dgs-clan.eu/download/gamedata/base/battle-of-hoth.pk3
  2. I did. It's been working fine for models with less variations, well even the base jedi species like zebrak worked fine loading into blender. Edit: never mind, it turns out I needed to have a model_default.skin file in the .glm's folder otherwise it wouldnt load any of the model parts into blender.
  3. I don't think this has been discussed already but since following the discussion to get the jist of how it works I've come across a recurring problem that i'd be interested in figuring out. I've only recently figured out what's been said here about using the plugins to load weights etc into blender and swap parts, so i'm not expecting to be anything of the skilled kind anytime soon, but I just wanted to know if there's a solution to this problem. When I load the .glm of one of the spanki jedi skinpacks, or even the updated Yuna model, I get the error "unable to load skin" and it just load's the skeleton without any of the model parts(It is the skeleton right? lol). I don't know why this happens so I wanted to ask. I can only assume it's something linked with too much information having to load for the plugin or something, but I have no experience with modelling to know what it would be.
  4. It'll likely be ready soon-ish, it's not my work however I just put it on rosh's body to see if I could fix an error we had. The weighting is nice on everything but the front left tendril, which can be fixed. A seam or two need to be filled too.
  5. I'm used to having to glitch/become a pro jumper to get around those kind of places, so it's nice to see them expanded a little so there's more places to run around that would normally be blocked off with invisible walls.
  6. Yeah should be possible if nothing comes to light @@Kualan, I remember LenicoC putting some kind of kitbash of Wyyrlok before he got banned on filefront and moviebattles for his ported content xD I remember he did a load of other cool characters at that time which didn't get released.
  7. Looks great! It's good to see you're back in the jka modding side of things (not that we know each other or anything).
  8. You mean why was it taken down? Because it was a ported model I'll send you a PM with a link to it.
  9. Could you do variants without the draping cloth? I'm sure it looks dandy while idle, but when it moves the weighting for it in JKA would be a monstrosity. xD This was just a quick google search to give you an example of one without the cloak but i'm sure you know what I mean anyway.
  10. Bane pre-orbalisk infection would be good, I think he just looks silly with that 'armor' on, it's just a bunch of parasites making him invincible xD It depends, to those who would want to make a bane on how many reference images there are of him. Unless there's decent ones in the star wars comics then there isn't much online to go with. These fan art images of him are pretty cool, a moodboard of reference pics too: His appearance in CW was a let down, improvising and making him have a samurai look ruined it for me, even if the outfit is cool in general, it doesn't suit Bane imo.
  11. Rahm Kota: http://www.moddb.com/games/star-wars-jedi-academy/addons/gt-general-rahm-kota-model You can re-skin some of the parts to match the TFU 2 version, besides that you'll have to wait and see if anyone wants to take your model requests
  12. I still prefer scerendo's reptile's head model, though I know it's early days for your tweaking. Having the head as dark as you've made it makes all of the detail harder to see; they are what made shiftee's version look really good. I'm sure a shader can help with that when it's in-game though.
  13. Always the way, things happening when you least expect it or last minute. Looking forward to see how it's turned out.
  14. I'm guessing that it was the shader making it not show the light on the face in the original. Are you saying that with the shader linking to the face texture/without the shader entirely it produced the same result? If the model is the same then it sounds more like a shader issue.
  15. He means adding arms from another model rather than having to texture onto sleeves zefilus. You know i've already seen it Omi but good job, the face texture's the biggest difference as it started as a project for a completely different skin, then you had to rough it up a bit xD
  16. I'm glad you were one of the guys taking the frankensteining tutorial on-board, because you can re-texture them aswell I'd prefer it if the mandalorian helmet was shrunk a little on the width, it's so fat. Otherwise great job so far man, looking forward to seeing you be able to make a lot of your ideas a reality!
  17. Yeah I've hoarded a lot of files over the years, just not with the original readme files until recently. I know for a fact that Omicron saves the zips too so i'd hold out until he gets on and see if he's got the jk3 version
  18. I'm sure the original would have included the exact same as the jk2 version, except a jk3 .glm right? Unless anyone has the original zip or readme, i'd just change a few letters in the readme, include the e-11 blaster pk3 and upload it. There's only one person I know that keeps their .zips when they download skins, @@Omicron you know I'm calling on you, you dirty hoarder.
  19. It's great to see these variants of opress, you might want to include DT's shader file for the armour though. Anychance of merging them into one model file?
  20. I'd assume (although i'm not very experienced with 3D modelling) that it would be much the same process as for one model, except you include all of the heads and variations of hands/legs when you compile it into a .glm file. Then you need to make separate .skin files for the species menu.
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