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minilogoguy18

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Files posted by minilogoguy18

  1. Jedi Knight Series _humanoid Animation Rig

    This is a custom biped rig I made in Softimage Mod Tool 7.5 to make animations for Star Wars Jedi Knight: Jedi Academy and Jedi Knight II: Jedi Outcast. This rig uses a highly complex set of constrained controllers, animated parameters and linked expressions to achieve realistic movement without having to pose every bone 1 at a time. You will need some knowledge of Softimage to fully utilize this biped as the file alone wont make you a master animator overnight. To see a video tutorial on how this is used to make a working animation in Jedi Academy look here...
     
    http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/
     
    If you want the model to load with textures applied the scene will look for them in C:/base/models/players/kyle/

    1,481 downloads

       (6 reviews)

    5 comments

    Updated

  2. High Resolution AT-ST

    This is a new and improved version of the AT-ST walker. This model works in both JK2 and JA as direct replacements to the enemy NPC, the SP driveable entity and the MP vehicle. It also comes with 4 extra skins, clean, rusty, mossy and snow. This model was quite some time in the making, it was originally meant for the Dark Forces 2 mod but because of the popularity of the model I'm releasing it publicly outside of the mod. I have to give a huge thanks to AshuraDX for making the amazing high quality textures, writing the shader for rend2 and help with testing and bug fixes. It was practically a joint project because of the amount of work he did on this.
     
    The only things that were somewhat reused was the base .npc and .veh files as a foundation for mine, other than that everything is new. A completely new model, new textures and new animation set.

    914 downloads

       (25 reviews)

    11 comments

    Updated

  3. GLAMerge

    This program written by Alex Shapiro (aka ASk) allows for merging 2 .gla files, something that is a must when making animations for characters in this game. I take absolutely no credit for this, just uploading since the original authors website is no longer in existence and strongly feel that it is something that cannot be forgotten about.
     
    Original Readme
     
    //========================================================================
    //
    // GLA Merger version 1.2b
    //
    // Copyright 2003 by Alex Shapiro (aka ASk)
    //
    // Additional credits go to (in no particular order):
    //
    // Wudan, RazorAce, JaiiDerHerr,
    // Tchouky,CortoMaltes, Jedistone
    // and anyone that I have forgotten
    //
    //========================================================================
     
    ==========================================================================
    ==
    == DISCLAIMER:
    == 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.
    ==
    == THE AUTHOR IS NOT TO BE HELD RESPONSIBLE FOR ANY DAMAGE THAT THIS PROGRAM
    == MAY CAUSE TO USER'S COMPUTER, INCLUDING BUT NOT LIMITED TO: DATA LOSS,
    == CRASHES AND INSTABILITY.
    == REMEMBER: USE OF THIS PROGRAM IS OF YOUR OWN RISK.
    ==
    ==========================================================================
     
     
    ============================= Instructions ==============================
     
    ****************** BACKUP FILES BEFORE USING THIS PROGRAM ****************
     
    1) Put the 2 .gla files into the same directory as the program
    User .gla file must contain the 'base' pose (the DaVinci pose) as first frame, it will be ignored during merge.
     
    2) Invoke the program as "glamerge.exe firstfile secondfile [-o]|[-l]"
     
    - If invoked in this format, 2 user .gla's may be merged into 1.
    - If invoked in "glamerge.exe file" format, _humanoid.gla from the current dir is used as first file.
    - The optional -l switch makes the program dump the bone data (hierarchy) from both gla files, then quit.
    - The optional -o switch makes the program eliminate any redundant bone data (producing .gla files comparable to the ones produced with carcass.
    - If both -o and -l are specified, the second of two (in the order they are specified) will be ignored
     
     
    - The program rearranges the bones in the correct order, so as long as the hierarchy/origins are the same, it should work
    3) Enter the name of output file
     
    4) Add your animations to animations.cfg file
     
    5) Enjoy

    293 downloads

       (2 reviews)

    4 comments

    Updated

  4. Softimage Jedi Outcast Character Skeleton

    This is a Model (.emdl) file containing the Jedi Outcast skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. As far as I know there was no skeleton for JK2 for Softimage so I took my JA skeleton and added in the necessary bones.
     
    To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers.
     
    I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups...
     
    tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them.
     
    do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members
     
    bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers.
     
    After your model is set up properly just branch select (middle click) model_root and export.
     
    Enjoy!

    198 downloads

       (3 reviews)

    1 comment

    Updated

  5. Jaden Hoth Fix

    This simple file allows the hoth gear for the Jaden character to be selected from the menu, just place the zzz_jadenhothfix.pk3 in your GameData/base/ folder. This works for both SP and MP.

    931 downloads

       (4 reviews)

    2 comments

    Updated

  6. Softimage Jedi Academy character skeleton

    This is a Model (.emdl) file containing the Jedi Academy skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. Before there was a skeleton made of 2d/3d bone chains but it had a lot of unecesarry objects, mainly the chain roots and effectors, this file is much more simple and just as simple to understand if not more so.
     
    To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers.
     
    I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups...
     
    tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them.
     
    do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members
     
    bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers.
     
    After your model is set up properly just branch select (middle click) model_root and export.
     
    Enjoy!

    1,088 downloads

       (4 reviews)

    3 comments

    Updated

  7. Broken staff sabers for SP

    Installing this file will in a sense patch the game so that in single player when you cut a enemys staff in half (yes it works, it's rare and only works in SP) they will weild 2 halves of the staff model they used and weild them in the dual saber style. These models are selectable in the MP menu if for whatever reason you want to use them that way, they just have simple names relating to their staff counterpart.
     
    This was a simple mod I made in my free time taking a mere hour to simply import all the staffs, delete half of them and export, the .sab file to make them work was already included in the assets.
     
    To install this mod just unzip the broken sabers.pk3 file into your /Lucas Arts/Star Wars Jedi Knight Jedi Academy/GameData/base/ folder.
     
    Have fun.

    1,631 downloads

       (11 reviews)

    9 comments

    Updated

  8. TIE Hunter

    Tie Hunter
     
    Discription: A prototype tie fighter that was to best the x-wing
     
    Many probably wont recognize this thing but it was from the game Star Wars Rogue Squadron III:Rebel Strike
    It looks kinda like a tie interceptor but with all the fixins of an x-wing(minus the droid) It has two
    laser cannons, sheilds, missils, s-foils and a hyperdrive. For this i made the imp_laser thinner to look more like
    they do in the movies. As well as it has no exhaust cause in the movies the engines just kinda glowed red
    so thats what i did for that. And for those who feel all ships should do this, it can roll.
     
     
    Installation
     
    Just throw the tie_hunter.pk3 in your base and its as simple as that!
     
    Uninstallation
    Take the tie_hunter.pk3 out of the base folder
     
    Spawn code
     
    /npc spawn vehicle tie_hunter
     
    Notes:
    The two cannons on the struts were ion cannons in RS3, until i figure out how to code it to where i can
    toggle between them like the atst, they wont do anything. I also tried to make the lasers fire linked like
    the movies but you can just hit Use Held Item to link em.
     
    Model: me
    Anims and riggin: me
    Skins: Raven
    Shaders and efx files: me
    Text files: me
    Beta testing: Angelis
     
    This file and all of its contents CANNOT be modified, changed, or used in any
    map, mod, or project at all unless i approve. If your seeking permission you can contact me at minilogoguy

    288 downloads

       (6 reviews)

    1 comment

    Submitted

  9. Star Viper (Xizor's Virago)

    Star Viper (Xizor's Virago)
    -------------------------------------
     
    This is the very popular Back Sun starfighter from Shadows of the Empire expanded universe,
    the Star Viper. When landed the wings are folded back and the guns tucked behind the ship. When in attack
    mode the wings open and quoting a discription "blossom like a flower of death" as well as the cannons
    rotating forward.
     
    This is actually the second one that i made. The first had a terrible skin and wasnt too accurate
    since i could't find any good reference pics so i scrapped it. Then a little while back i decided to remake
    it new and improved.
     
     
    Spawning:
     
    To spawn this vehicle, go ingame and use devmap to enable cheats. Then type:
     
    /npc spawn vehicle star_viper
     
    Then step back a bit to let it spawn.
     
    ------------------------------------------
     
    Installation: Put the star viper.pk3 into your base folder
     
    Uninstallation: Remove the star viper.pk3 from your base folder
     
    ------------------------------------------
     
    Model: minilogoguy18
    Rigging and animations: minilogoguy18
    Skin: NeoMarz1 (Mars Marshal)
    -------------------------------------
     
    This file and all of its contents canT be modified, changed, or used in any
    map, mod, or project as long as i say its cool...

    251 downloads

       (6 reviews)

    1 comment

    Submitted

  10. Arc-170 Fighter

    Arc-170 Fighter
     
    Description:
    Protecting the skies over Coruscant were specialized clone fighter forces flying the latest
    in starfighter technology. The ARC-170 fighter was a bulky, aggressive ship covered with weapons. Three
    clone trooper pilots operated this advanced combat craft, with a pilot handling the flight maneuvers, a
    copilot operating the laser cannons mounted on the ship's wide wings, and a tailgunner operating the
    dorsal rear-facing cannon. The fighter also carried an astromech droid for onboard repairs.
     
    Installation:
     
    Just throw the mini_arc.pk3 in your base and its as simple as that!
     
    Uninstallation:
     
    Take the mini_arc.pk3 out of the base folder
     
    Spawn code:
     
    /npc spawn vehicle mini_arc
     
    Notes:
    I tried to get just the glass on the cockpit mesh to have a glare but it wouldnt work right. I think the
    only way i could get it to work is make a new mesh out of just the glass. I also very badly wanted to
    make the rear turrets controllable but i need to test it alot more, but ill keep the ship set up so that
    it may one day be able to do so...
     
    Model: me
    Anims and riggin: me
    Skins: Dark_Cuillere
    Shaders and efx files: me
    Text files: me
    Beta testing: Me N' Dark_Cuillere
    Programs used: Softimage|XSI v4.2, Adobe Photoshop Elements 2.0, notepad and all the stuff that came with
    the SDK
     
    This file and all of its contents can be modified, changed, or used in any
    map, mod, or project if i approve. If your seeking permission you can contact me at
    minilogoguy18@aol.com, or post on the forums.

    535 downloads

       (6 reviews)

    1 comment

    Submitted

  11. V-Wing

    V-Wing
    Version 1.0
     
     
    Description:
    While the robust ARC-170s served as heavy fire craft, the nimble V-wing fighters were better
    suited to dogfight engagements against the speedy vulture starfighters and tri-fighters. The needle-nosed
    craft could hold a single clone pilot, with a partially covered astromech droid providing navigation and
    in-flight repairs. Bracketing the wedge-shaped ship were a set of flat wings extending above and below
    the ship. The wings were on articulated collars that allowed them to rotate 90 degrees for landing. Two
    pairs of laser cannons were mounted on the wing struts, providing the V-wing with rapid snap-fire
    capability.
     
     
    Installation
     
    Just throw the mini_vWing.pk3 in your base and its as simple as that!
     
    Uninstallation
    Take the mini_vWing.pk3 out of the base folder
     
    Spawn code
     
    /npc spawn vehicle v-wing
     
    Notes:
    Sometimes when you land and hit "use" to get out of the ship it'll just center the view, but just keep
    hittig it and it'll let you out. =P
     
    Model: me
    Anims and riggin: me
    Skins: Dark_Cuillere
    Shaders and efx files: me & Inyri Forge
    Text files: me
     
    Special Thanks:
    A big one to Dark_Cuillere for skinnning this thing for me since im a terrible texture artist, it sucks
    though that he's very busy with college now to help me anymore =( Also to Inyri for helping me with the
    layered shader to give the windows of the cockpit a glare while the rest of the model has a specular glow.
    Oh yeah also to my buddy Corto for having the patience of teaching me how to use Softimage|XSI after me
    using 3dsmax for so long. =P
     
     
    This file and all of its contents CAN be modified, changed, or used in any
    map, mod, or project. Just make sure you let me know first and credit the original authors and include
    the original readme. If your seeking permission you can contact me at minilogoguy18@aol.com

    284 downloads

       (5 reviews)

    0 comments

    Submitted

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