Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. The reason most things that are imported are triangulated is because game engines require them to be so most exporters will do it automatically not because modelers triangulate models themselves. For instance, Softimage can export to dotXSI 3.x with various settings even preserving most scene elements that are normally lost in most file types but JA will only render triangulated polygon meshes. Polygons with more than 3 sides, nurbs surfaces, curves and implicit geometry are not allowed and you'll get errors. I think the limited perspective comes from a lack of familiarity with the model, when you didn't build it you sometimes aren't sure how to go about changing things so that it fits the games skeleton where as the person who made it knows it like the back of their hand and can quickly edit it do work in any game without greatly altering it.
  2. ^Some out there are only "wonky" cause the person who ported them is terrible at what they were trying to do. A good example of this is the KotOR ports, they only deform bad because the person who ported them didn't know what they were doing. Any model can be ported successfully as long as the person doing it knows what they're doing, most people who port do it because they don't know how to use the software so it comes out terrible.
  3. I think if you copied the poly flow exactly it would still be considered copyright infringement, best would be to learn to model then just use some images from the net to make your own mesh. If you want to port models from a game you own to another game you own go right ahead, no one can stop you, it's when you start distributing these things is when it's not ok.
  4. Wow, that's an awesome way to show a model, I think this could be a great new way for all modelers to showcase things rather than taking multiple screenshots from different angles. *Signs up*
  5. Oh well, I at least submitted another small "fix" to the game that has been in my base for just as many years as the broken sabers.
  6. Great file, especially since I always like to use the Jaden model for MP so that people don't see kyle from using a custom model. This is what the SP campaign should have had you start out with in the beginning and let you choose one of the others after you lose your first saber.
  7. Version 2.0 Final

    1,009 downloads

    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.
  8. Wow, I contributed something. =p I also think that this should be in here http://jkhub.org/files/file/710-jaden-korrs-lightsaber/ Fits perfectly in the SP game since Jaden has no experience in building a lightsaber and his first try wont be perfect.
  9. ^He can use GIMP, it's free and will do the job I just don't know anything about it so not sure how to acheive a similar effect to what I described using GIMP.
  10. If you're using the .png format the easiest way I know is to NOT have a background layer, use the magic wand tool, select the areas you want transparent and use the background eraser tool and it will show a white/gray checker pattern in photoshop for the transparent parts. Rather than collapsing everything down into a background layer keep everything in a normal unlocked layer and delete the background, if everything is a background layer then just copy it to a new layer and delete the background layer then do what I said in the beginning of this post. All this assuming you are using photoshop.
  11. Version 1.0

    1,811 downloads

    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.
  12. Knew about this for a while, found it back when I first really started digging through the assets. There are a lot of things that are missing like this, for instance the brokent staff saber models, I fixed that one though.
  13. Nothing since it needs another animation sequence, textures finished and also a set of rider animations for the player since the existing tauntaun and swoop ones don't fit. Been too sucked into RE4 and working on 2 character models. Hard to hold my attention to this when it needs quite a bit to make it work right and I don't want to half ass it.
  14. Ok just to bring you guys back to earth you are talking about yanking your root to a video game character.
  15. Even in that shot they do a little, maybe try to center them a little more, have an even amount of white on both sides of the iris.
  16. Body looks great IMO, I should learn some self restraint when making heads, I always go overboard on polies, yours has just enough for a JA model.
  17. Textures are amazing, makes me wanna punch myself for not being good at texturing. =p
  18. After looking at it... More square of a chin Widen the face Lips more full
  19. Ears seem a bit small but it could be the angle. I know what he's making, he just doesn't wanna let it out yet.
  20. Might just seem like more bolts in EffectsEd cause the fps isn't very high in that program. Like if you do the /thereisnospoon while using lightning you'll notice when the effect is slowed it appears to have way more bolts. If you're altering the effect you may just want to test in game rather than rely on EffectsEd for the final look so you can see what it looks like at 30+ fps.
  21. Somehow it looks even less like starkiller, honestly it resembles starkiller so little having the thread titled "starkiller" is like false advertisement.
  22. If my old roomate was on I'd ask him if he wants to try it out, don't wanna give it to him and it go to waste. I'll ask him tomorrrow when I see him. Lately after discovering the world of modding he's been really into any game that is moddable and this game is quite a bit more flexible than most he's been playing.
  23. A while back jkeditor on filefront forums made a xfire group for JA modders which was a good idea BUT xfire isn't nearly as widely used as Steam. So what do people think about making a huge JKHub steam group? That way we all always have someone we know to play our fav steam games with. I'm addicted to Portal 2 co-op atm.
  24. Oops, forgot about this thread. Glad you think it's a good idea, it can also be good for some mods that can't afford a good webhost, maybe it could create some reliable donators?
×
×
  • Create New...