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Everything posted by Vade Parvis
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Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
Some progress for now: Done a texture for legs of a fly suit: Reworked geometry and topology of a heavy armor: Yes, I thought about it. I think I'll try to do this helmet sometime later, along with my old AT-DP pilot's helmet, which requires a complete rework. So far I want to finish the most basic versions of armor and uniforms, which are almost finished and idle for nothing for a long time. -
Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
Thank You! Sorry, I'm procrastinating slowpoke. But, in any case, there is some progress: I'm finished mesh of the new (more detailed and accutate than old MST's one and unificated with with officer-type meshes and textures) variant of jumpsuit, and now working of it's texture: I'm also partially reused old MST's texture because of it's great pattern of wrinkles which looks just fine if you mix it with additional layers. But why not? Imperial uniform style usually refers to some kind of generalized old-fasioned military. So, in the context of styling, skirts or dresses and a unobtrusive high heeled shoes can be appropriate for a formal (or everyday for a cabinet work) uniform. -
Such a perfectly awesome work! Respect!
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Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
Yes, still around Just wanted to share the December news, but I was not lucky enough to get sick on the New Year and was ill all the New Year's holidays and more. Recently, I was working on a skirt version of the female officer. To date, only the bottom of a tunic adapted for a weigths of standard JA female legs is ready (the current version is not optimal, I'll still try to change it's topology based on JA jedi clothes). The skirt itself is not ready even in a draft version (however, wearing of slightly lengthened imperial tunics as a dresses, without trousers or skirts, even was once depicted in EU sources). Also I tried to model some neutral high-heeled shoes as an option for the formal military uniform, for non-military personnel wearing simillar unirorms (imperial holonet reporters, Star Tours-like space liner crews etc.) and possible future variations of random civillians: VERY rough draft of a connection with basic JA legs, made in several minutes. I think to change one of the standard boots meshes and retexture it to depict a bare leg, and use this variant with that shoes. Also recently I tried to start work on a one little-known droid from the TPM (for the Mark2 skeleton): -
- 6 comments
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Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
A few days ago I managed to implement a simple laser sight effect for NPCs with disintegrators. It works all the time, while AI in the sniper mode and sees a target, and direction of the ray corresponds to the real aim direction of the NPC at this moment. In this realization, unfortunately, the laser passes through characters, interacting only with the environment. Also I managed to achieve a quite adequate (as in my opinion) effect of shooting from the flamethrower. As in the case of the laser sight, small additions to the code that directly responded to the draw of the effect helped me. The effect consists of two elements: the imitation of a jet of an incendiary mixture consisting of "stationary" particles, drawn, as usual, at each step at the current position of the projectile, and a moving fragment of the expanding flame (based on this realization), created in one copy in parallel with the physical projectile (this is just the added line in the flamethrower code) and moving in the same direction with the same parameters of speed and gravity. On the gameplay part there are quite a lot of things that I would like to implement for this kind of weapon, but at this moment I don't know how: how to make projectiles passing through the opponents, it's "sticking" to the surfaces and living at a certain amount of time after projectile sticked, permanent damage all the time that character touching the projectile, and so on. -
Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
Yep, that's right Also I must say special thakns to Imperial Officer for a large number of reference images, SW lore advices, constructive criticism, ideas and a lot of simple but cool sketches. Yes, good old RtcW was one of main source of inspiration for some variations I will try — but I can not promise anything, because, I will be honest, I hate First Order and because of this I may just not have enough inspiration to end FO uniform. ------------------------------ Some progress in recent weeks: 1. Small update to my previous post — colored buttons / lamps for the fleet-type helmets: Close-up of a box: Gunner: Technician: My earlyer navy trooper's helmet for clarity: 2. I'm nearing completion of unification of a bitmap textures, UV maps and meshes (as an additional option) of the basic heads (and some of it's derivatives — from a JO/JA Chiss, Prisoners, Galak, Hapslash's Rom Mohc etc.) with Imperial ones. In perspective, You will be able to mix texture and mesh options of the heads in any combination, without the need of a deep rework of textures/meshes for each case. 3. At last I was going to try to compile OpenJK, so far — with some random test play with weapons and one minimal test correction of the original flaw in the game code, which consisted in the fact that npc'd with CLASS_IMPERIAL and CLASS_IMPWORKER classes were not able to use a weapon, except for standard blaster pistols and rifles. In case if someone finds it useful — the problem is solved as follows: 4. Last night I fitted the texture of an original JA cold weather women's pants to a UV map of the Imperial ones: I plan to use it as base for the cold weather variant for the low rank/tech personnel uniform, in the style of old SW:G custom imperial uniforms: -
Fifteen years ago a fanart pack named JK2 Swimsuit Calendar 2003 was created and uploaded to the JK2files file archive, now obsolete. It depicted collage scenes using several "sexy" reskins of the female game models (both original and fan-made) which existed at that time. All the skins presented there, as far as I understand, were supposed to be publicly available by default at the time of creating calendar, but the trouble is: if most of skins from that calendar was preserved on the Internet in one form or another, then two of them, it seems, can't be found in the Web in any way. There are swimsuit variations of Tavion and clan character named {ICoP}AmosMagee, created by {ICoP}Astyanax — depicted at the May sheet along the swimsuit reskin of Padme: These two reskins are simple, but seemed to me quite beautiful in themselves, interesting historical, and some of their solutions might be potentially quite useful for creating new variations of female characters in the "classical" JA/JO style. Therefore, I would like to take the last chance to find these skins and ask JKHub community about whether someone saved it. It will be great if these works will be found. P.S. Bikini version of Lady Brena (January sheet) is also lost, as I see. This skin looks not so good as two mentioned abowe, but it can also be very useful for creating different variations of female zabrack appearances, especially civillian ones (basically i think that this model has a huge kitbash/edit potential, and quite unfairly forgotten) — so finding it would be great too.
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Vade Parvis's Workshop: yet another neverending WIPs
Vade Parvis replied to Vade Parvis's topic in WIPs, Teasers & Releases
Thank you all very much for the feedback! Ofcourse. Most of the options can be combined as you like ---------- Some of new WIP stuff: helmets for the RotJ-style Mechanical Crew and Gunners. The casque part (approximately representing outline of the MKII Talker helmet, that was used as the basis for a most of the helmets in the OT) was taken from my navy helmet, the occipital armor plate was created from armor plates from the same, the gunner's mask was taken from the ported gunner's helmet by Claim and Barricade24 with following mesh edit, and the antenna box was taken from the same (yet without changes, but I want to refine its shape a bit by adding more details). -
Greetings, comrades! Finally, I was also going to open a topic dedicated to my works for the JKA. Please note that I'm working on it in my spare time, combination of which with inspiration, unfortunately, is not so often as I would like — so don't judge me too severely for slow progress In recent months, I'm closely working on a large pack of imperial military personnel models, and I would like to share screenshots of the current progress in this direction. 1. The prefinal version of my revamp (both geometry and textures) of helmets of imperial pilots (based on the original Raven's TIE pilot's model and texture, it's old chunky fan-made reskin to a AT-AT version and some parts of mesh and textures from HapSlash's Stormtrooper). For greater clarity, I quote them in comparison with the original geometry and textures on which I worked. Stormtrooper-style valves are placeholders. Small props aren't added yet. 2. Additions and corrections to the classic HapSlash's Imperial Officer (with parts from my old Imperial Army Troopers pack): 3. WIP female version of the Imperial Officer, based on the male mesh and unified with it by textures and general shape. In the future, I plan to add to it all options from the male version and some unique ones.
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Yes, ofcourse. It's even not my work in any form — I just collected files and upload it. Unfortunately, I have no idea who the original author of this port is. In the files of Lady Jedi there is no any mention of the original authors of used models and maps, exept for general links to the sites jedioutcast.theforce.ru and jk2files.com, now dead — and in archive copies of these sites this skeleton model does not appear.
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I have this guy This ported Q3 model (as well as a number of other old JO reskins and custom models, which now can not be found on the Internet) is present in the very old russian pirate mod (I named it "pirate" since in early 2000-s it was selling — on a disks by post — from the mod team site, and distributed through semi-legal retail networks in the guise of official JO expansion) named Lady Jedi. Download link: http://rgho.st/7TvHfgRgr
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Apparently, mesh from TFU has single "junk" vertices, that are not related to textured part (I encountered a same problem before, when used meshes converted from sWBF2). For solve this problem by deletion of "junk" verticles, you have to go to the "Edit mode", then choose select mode "Vertex select", then deselect all vertices of mesh (Ctrl+A), then go into UV edit mode (Shift+F10), select all (Ctrl+A), then go to "Edit mode" again (Shift+F5), then inverse selection (Ctrl+I). This sequence of actions should select all verts that haven't related to UV map (and, most likely, it's just a result of some conversion glitch or some sort of else junk) whose deletion should solve your error.
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If I've correctly understood your problem, you can just separate part of object in a new one to reduce vertex count of the original object. Select object [object_name_0], in Edit mode select desired part of mesh, then select a drop-down menu Mesh->Vertices->Separate->Selection. That's all, selected part of mesh just separated into a new object named [object_name_0.001].
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It would be really great! Also IMHO would be great to have clas, named Class_Mercenary or smth, that don't acting like Boba or use Jetpack, but could use flamethrower. And, if this not too complicated, as for me would be ideal to have class that changes ranged weapon to saber in close combat and back, like Class_Gran acting, and can't evade disruptor/alt-concussion beam (as well as saberist class that just can't evade beams). Sorry for overloading with wishlist-style ideas.
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Kualan, great work! Can you also include early wersion of the turban (that pictured on the preview in a post #455) in your model as option? For a possibility to creation of custom generic dengar-style mercenaries with lesser iconic-look, more abstract turban headgear variant.
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(Personal request) Industrial Explorer Outfit
Vade Parvis replied to dark_apprentice's topic in Mod Requests & Suggestions
Unfortunately, for now I have not enough time (as same as inspiration) to finish it. A main part of the time that I spend to JA modeling for now goes to Imperial officers and soldiers. At the moment, I still have not finished weighing of this guy and in the process of working on new boots for him. I'll necessarily finish it, but not now. -
What a good coincidence A week ago I almost finished (just some final touches for a texture remained) a variant of Tarkin's head in which I attempted to recreate a lost HapSlash's version (with heavily reworked mesh of of Haps' Dooku and new texture based a 1,5* extant screenshots with front view of Haps' Tarkin). I'll upload it as soon as I finish my pack of improvements for Haps' Imperial Officer outfit (with armored and dressed in coat versions, more options for rank insignia badges, more accurate garniture etc). *One of them was removed from image hosting and extant only as low-quality preview image from Google Cache, and on the second front view is a transculent background image.
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AT DP Driver/ Wolffe Desert
Vade Parvis replied to JAWSFreelao's topic in Mod Requests & Suggestions
I have long wanted to do an armored version of Haps' officer. Later I learned how to convert models with a JKII skeleton into a JKIII format — and a few weeks ago finally I started working on this model -
AT DP Driver/ Wolffe Desert
Vade Parvis replied to JAWSFreelao's topic in Mod Requests & Suggestions
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Ghost in the Shell SAC models
Vade Parvis replied to KyleKatarn1995's topic in Mod Requests & Suggestions
There is a model of Motoko Kusanagi and some reskins of this one (1, 2, 3). -
AT DP Driver/ Wolffe Desert
Vade Parvis replied to JAWSFreelao's topic in Mod Requests & Suggestions
At last it's done https://jkhub.org/files/file/2663-imperial-army-troopers-pack/ Yes, I want to make this variant a little later too. -
1,896 downloads
****************************************** JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ****************************************** Title : Imperial Army Troopers pack Author : Vade Parvis File Name : z_army_trooper.pk3 File Size : 27,0 MB Date Released : 27 January 2016 Model by Vade Parvis, based on parts from several original models (AT-ST Driver by Monsoontide, Stormtrooper by Hapslash, EPVI Stromtrooper by DT85, original JKA Imperial, Snowtrooper and Hunan Merc, original SWBF2 Imperial Field Officer) with lot of mesh editions and some new elements. Retexturing by Vade Parvis (mostly based on a textures from DT's EPVI Stormtrooper, Neomarz's Clone Ultima pack, HapSlash's Stormtrooper, HapSlash's Imperial, Monsoontide's AT-ST Driver, original SWBF2 Stormtrooper, Snowtrooper and Imperial Officer, and some free photos and textures from Internet). Rigging fixes, UV editions and custom normals by Vade Parvis. Used soft: Blender 2.66 and 2.76 with Jedi Academy Plugin Suite and Blend4Web Addon, 3ds Max 2011 with GLM Importer/Exporter Plugin and dotXSI 3.0 Exporter, Assimilate+Carcass, Adobe Photoshop CS5 + Quixel DDO x86 Free, xNormal 3.17.16, PhotoZoom Pro 5. Description: ---------------------------------------------------------------------- This is a player model (with NPC support) that contains set of parts to represent several variants of Galactic Empire infantrymen featured in various SW sources and some "head-canon" variations of them (12 default and 9 red and blue skins total): - Imperial army trooper in combat armor (from several EU sources, including SOTE game). - Imperial army squad leader ("head-canon" variation of basic army trooper with different colors and officer-like headphones and chinstrap). - Imperial army trooper wearing environment suit ("head-canon" variation of basic army trooper with mask from Rebels) - Imperial AT-ST pilot (from EPVI). - Imperial army officer wearing combat armor and officer's boilersuit (EU variation of Veers' field suit from EPV). - Imperial army officer in "Pre-EPIV" armor and suit (based on SWBF2 appearance). - Imperial AT-DP/hoverbike pilot (from Rebels). - Imperial hovertank pilot (from Rebels). - Imperial army pilot ("head-canon" "averaged" variation of AT-DP and hovertank pilots). - Imperial shocktrooper pilot ("head-canon" variation of AT-DP/hovertank pilot with shocktrooper-like color scheme). Known Bugs: - model may crash game to main menu with "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer" error when combined with some of complicated weapon model. This problem already solved in OpenJK. Bot: No. NPC: Yes. LODs: No. Team Skins: Yes. SP Replacement: No. Installation ---------------------------------------------------------------------- To install model, simply extract the z_imperial_army_trooper.pk3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console commands: npc spawn army_trooper npc spawn army_trooper_a npc spawn army_trooper_sarge npc spawn army_trooper_envi npc spawn army_trooper_envi_a npc spawn field_officer npc spawn field_officer_roe npc spawn army_pilot npc spawn atdp_pilot npc spawn atst_pilot npc spawn hovertank_pilot npc spawn shock_pilot Full list of original sources used for the model parts: ---------------------------------------------------------------------- - Torso, arms, legs — from Monsoontide's AT-ST Driver, with lot of fixes and editions and some additions. - Alternative neck — from original JKA imperial, with minor changes. - Belt and holster — from Monsoontide's AT-ST Driver, with minor changes. - Arm comm — new simple mesh. - Clothed head (balackava) — total conversion of mesh from original JKA Human Merc. - Mask — mostly new (main mesh of mask is builded anew from a mesh of Neomarz's Galactic Marine that been reduced to simple shape, mesh of visor was taken from DT's Stormtrooper and mesh of filters was taken from HapSlash's Stormtrooper). - Helmet — from Monsoontide's AT-ST Driver, with minor changes. - Forehead helmet part — from DT's Stormtrooper. - Helmet decorative stripes and cockade (Star Wars Rebels style) — new simple meshes. - Occipital helmet part — new simple mesh. - Unclothed head — from original JKA Imperial with minor changes. - Soldier's helmet chinstrap and headphones — redone mesh from Monsoontide's AT-ST Driver. - Officer's helmet chinstrap, headphones and microphone — redone meshes from Monsoontide's AT-ST Driver and Imperial Officer from SWBF2. - Goggles — total conversion of mesh from Monsoontide's AT-ST Driver. - Light chest armor (Star Wars Rebels style) — redone mesh from HapSlash's Stormtrooper. - Light chest armor lining — based on a mesh of a chest armor. - Light chest armor shoulder straps — new simple mesh. - Heavy chest armor (EPV style) — total conversion of Imperial Officer's armor from SWBF2. - Heavy chest armor liling — based on a mesh of a chest armor. - Heavy abdominal armor (EPV style) — redone mesh from original JKA Snowtrooper. - Light abdominal armor (SWBF2 "pre-EPIV" style) — from Imperial Officer from SWBF2. - Shoulder armor — redone mesh from HapSlash's Stormtrooper. ====================================================================== 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.- 16 comments
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AT DP Driver/ Wolffe Desert
Vade Parvis replied to JAWSFreelao's topic in Mod Requests & Suggestions
Some screens of a recent SP test: Screened result still contains some bugs, I know about them and will fix them soon. Sorry for a delay. -
(Personal request) Industrial Explorer Outfit
Vade Parvis replied to dark_apprentice's topic in Mod Requests & Suggestions
Sorry, I had missed your answer, and did not responded to it. I suspended work on the model last summer, but I still plan to come back to it later. Latest version looked like this: