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Everything posted by Noodle
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I'm one of the few people in this universe that greatly enjoys playing with vehicles in this game. I used the ported AAC-3 tank from the abandoned Battlefront III as a way to learn more about model rigging and custom skeletons. It's a pity that the textures are so low-res though. Is this kind of stuff interesting for anybody? I could finish some UI stuff and release it as for testing.
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Thanks a lot! I'll keep this as a guide for all my future texture work.
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New map released. https://jkhub.org/files/file/3475-corellian-warehouse/ Comment if there's anything wrong with it or if you have any suggestions regarding how to make it better.
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Many thanks! So it'd be wise to use "flat" sources when doing the texturing and then use the burn/dodge tool to add shadows and highlights, right?
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Any advice for a newb at texturing that really wants to learn how to do good stuff in this game? What are the important things most people miss when texturing?
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When I figure out how to add a credits/shop system to SP, I'll make a great SP RPG.
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It's a fact
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It'd seem that the weapon size issue is related to the fact that the model is much smaller than the usual JA humanoid character. Maybe re-scalling it will fix it. Also, can't wait to see a Ziro skin of this, the animations are top work (they can obviously be improved, but I love the emotional range!)
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You don't need to make brushes that thick. Also, I recommend you to use this https://jkhub.org/files/file/2264-player-size-reference/ as a size reference. Place it as a misc_model entity in your map to see if you're making things too big or too small. Keep it up!
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I'm always up to any test match we can organize. This is my favorite mod in existence.
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The First Sith - Aurius' New Workshop
Noodle replied to AuriusPheonix's topic in WIPs, Teasers & Releases
Very interested in watching what you've come up with so far! -
If anybody sends me a Togruta Male ported mesh, I'll rig it for JA.
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With all things said and done people should just move on, lest we derail this thread with pointless drama and bickering.
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Perhaps the problem is that you're trying to start with something that's not as easy as it would seem. All the knowledge I've gotten with blender so far has been through watching very basic youtube tutorials, like how to make a barrel or how to make a low-poly model. Noone should try to port or model without knowing the very basics.
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Thanks! I'm still learning the basics of texturing/re-skinning. Hopefully in the future I'll be able to do much better stuff!
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Do the NPCs have a proper NPC_targetname value? I'd advice you to create a trigger_once brush that targets a target_scriptrunner entity that uses your custom script. I've seen your method fail in the past for some reason.
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Don't worry! I'm catching up after just coming back from a long trip, I'll answer your PM soon!
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Thanks for caring Wasanohime, though it doesn't bother me to get pinged. It's my fault for having stated in the past that I was going to eventually update the animations menu and failing to do so yet. The thing with the animations menu is that I've added custom animations to the game that I'd love to implement on the menu, but it'd require you to replace your _humanoid.gla file with my own, which means it'd be incompatible with any other animations mod you have. That's stopped me from doing more stuff with it. The good thing about it, would be that you'd have access to a ton of new animations. The other reason I haven't updated this thread in a while is because I've dabbled on things I won't release her since they use ported meshes. I'll share with you guys some pics and little descriptions. This is an example of something done with ported pieces. I basically took the head of a model ported by @@Jeff and mixed it with the female human body. I re-rigged it to my liking, added proper shadows and re-colored since I'm trying to learn how to re-texture models. The animations seen above are some of the ones that could be added to the updated animation menu if I decide just to replace the base _humanoid.gla file. As you can see here, I rigged the model's mouth to actually move when it speaks. This is part of a gift to a friend, though it's not finished and it uses parts of a model created by another author, so I won't release it publicly since it could probably upset him/them. These are the outer walls of an imperial fortress. It's unfinished and it's my attempt to help the guys at the Warzone mod. This is the exterior of an imperial warehouse. Same as above. This is the interior of a warehouse that's going to be used on my main mod. People suggested I should add crates, which I'll do. This is the interior of a Pirate's hideout. Also part of my main mod. In other words, even though I haven't posted as much as before, I'm far from inactive here. It's just that there're some things I won't be able to release here since I don't want to make anyone upset.
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Did you try to set it as an 'affect' command? I'm actually surprised it worked on a player but not an NPC. Could you share the scripts here?
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I'm incredibly hyped to see the animated hutt model.
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Instantly Disappearing Corpses and Effects
Noodle replied to Droidy365's topic in Modding Assistance
In most cases players behave in the same way as NPCs. You'd either need to add a 'affect player' command on icarus or just make the player entity have a deathscript in GTKradiant. -
A second look at Solo: A SW story
Noodle replied to the_raven's topic in Star Wars Franchise Discussions
Just a tip, work on your spacing. If you'd rather separate your ideas with spaces between your paragraphs it'd be much easier to read what you've shared. As it is, it's an eyesore and I'm 100% sure most people won't read it for that reason. Don't waste a whole paragraph on what can be said on a single sentence. Be brief and straight to the point and you'll see a better reception to your ideas. -
JK-inspired game seeks help for development
Noodle replied to afi's topic in Art, Media & Technology
Very smart of you guys to make it not-star wars but be able to support star wars mods, best of luck!