Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by lervish

  1. Hey! I think the latest big Windows update just screwed this up for some reason. After using it for a long time successfully, I'm now getting Error 127 when trying to export to XSI. Some sites recommended to reinstall the plugin that does that so I went and deleted it and redownloaded, same thing. Now it started to give Error 127 upon boot of Max. Also tried resetting my user profile settings but it didn't help either. EDIT: Fixed! Autodesk support website already had a list of things to try out if there are problems with their software after the Windows 10 update. Reinstalling all C++ redistributables did it for me. https://knowledge.autodesk.com/search-result/caas/sfdcarticles/sfdcarticles/Autodesk-software-does-not-launch-after-installing-the-Windows-10-Creators-Update-Defender.html
  2. Well done with the gun so far! What strikes me at first glance is the contrast - it's very much just black and white. Perhaps not all wear and tear need to be that visibly fully scratched? Some of it could be more faint, like barely noticeable rust or dust or color variation. Also I think the forms need to be exaggerated more to the diffuse texture with shadows, occlusion and highlights, it's all a bit flat at the moment (too albedoy).
  3. lervish

    Jyn Erso

    Thanks for the feedback guys! I'll look into the head size if I end up updating the model with new outfits or such. The head is modelled to match the JA skeleton's proportions for the face so that it could also have animations. The skeleton has always had its problems proportions wise. The gun will be released eventually in MB2 as a model specific weapon override, but I suppose it could also work as a visual replacement for the basejka pistol.
  4. Version 1.0


    JYN ERSO PLAYER MODEL by Lervish Contact: JKHub or MB2 forums A new playable character model of Jyn Erso from Rogue One for Jedi Academy. Originally made for the mod Movie Battles 2, but this is a stand-alone basejka release. Programs used: 3ds Max Mudbox Photoshop Quixel Suite INSTALLATION: Place the .pk3 file to your GameData/base/ folder. Currently no single player support. If somebody is willing to do that, please send me the files and I'll update the download. Sounds included. /npc spawn jynerso spawns a dumbass Jyn. Thanks to GoodOlBen, Spaghetti & the rest of MB2 folk for feedback and support<3. Do NOT modify or use in your own modifications without permission.
  5. Hey! Sure it is, you just have to start your own local game with cheats on. This is done by /devmap <mapname> in console while in main menu, for example /devmap mb2_dotf. Then you will most likely get a whining message about your gametype being wrong. This happens if your gametype is not set to Siege, since that's what MB2 is built on. In that case, just type /g_gametype 7 in main menu first and then /devmap <mapname> and you're good to go!
  6. Aye, the earlier screenie wasn't doing the model justice so I took it off. Joshuawec, there is no NPC or single-player support currently.
  7. Version v0.9


    Old Han from The Force Awakens (EP7) v0.9 - Player Model for Jedi Academy by Lervish Do NOT modify or redistribute without permission by the author. Contact: https://community.moviebattles.org/members/lervish.123/ ---------------------- Installation: Put oldhan.pk3 to your GameData/base/ folder. ---------------------- Programs used: 3ds max, Mudbox, Photoshop, Quixel Suite ---------------------- Stuff: Thanks to everyone who gave feedback, especially GoodOl'Ben and the rest of the MB2 team! To-do for v1.0: fix a couple of weighting-related issues, add LODs, add more sounds. ---------------------- Copyright 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.
  8. Good tutorials that I've discovered lately: Game Character Creation Series - Kila http://cgi.tutsplus.com/series/game-character-creation-series-kila--cg-31010 Create A Game Ready Fire Extinguisher http://cgi.tutsplus.com/series/create-a-game-ready-fire-extinguisher--cms-596 Figured I'd also share some JA specific things which, in the end, were the ones that got me into 3D modelling. I'm not quite familiar with the more up-to-date workflows of modding JA, I hear Blender has some better plugins than the old ones for Max, so the stuff I'm linking might be a bit oldskool. While I agree with others that first learning how to do 3D models and UVs and textures in general is important, paradoxically for myself it was pretty much instantly about getting my models ingame. Interactive graphics have always inspired me way more than just fancy renders. Although I first learned 3ds max through some tutorials aiming for photorealistic renders, I quickly learned how to adapt those modelling skills I had learned previously for games (read: Jedi Academy) through the following tutorials: http://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ Personally I started with modelling vehicles and bringing them to JA. Thankfully the original tutorial by Duncan_10158 was preserved here on JKHub by AshuraDX. http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Then I got curious about character modelling. This tutorial shows a basic character modelling workflow which is still quite important (and which I still prefer lol) despite all the modern sh*t like sculpting. Should know the ways of good topology and edge flow before trying anything too fancy. http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm and http://psyko3d.50webs.com/tutorials/jk2_guide.htm from our very own Psyk0's website - these tutorials taught me how to actually get the characters ingame, which is what REALLY got me into modding JA in the end. Also learned a lot about 3ds max. Basically I learned most of my initial 3ds max knowledge from these tutorials (and via trial and error). Nevertheless the whole satisfaction of doing 3D art for me came from getting my stuff ingame and actually seeing it in action, not just as a render.
  9. Looks awesome. If I had to really try and find something to change, I'd probably add some creases and such to the textures of his clothes to add some contrast from his armor. In any case, great work again. Also, the ingame screenshots are a bit too dark.
  10. lervish


    I'd also like to credit Wytchking for helping out with the animations. And thanks to Ëkvas for uploading them, I can't get my hands on the files myself. These models are pretty old, I made them for MB2's Arena map but they were never included so I kinda forgot about them. Nope DT the feet aren't unfinished, they're just bad lol.
  11. lervish



    Author : Lervish Reek from Geonosis Arena (Episode II). NPC CHEAT (added by me) : npc spawn reek3 NPC VEHICLE CHEAT (improved by Ëkvas): npc spawn vehicle reek Enjoy
  12. lervish



    Author : Lervish Nexu from Geonosis Arena (Episode II). NPC CHEAT : npc spawn nexu Npc file updated by Ëkvas. Enjoy
  13. There's a good reason why the MB2 dev team has preferred not to share its source code publicly. It's because of the mod's gameplay that makes it very vulnerable to cheating (wallhacks, aimbots), and we have had our fair cheaters during the years. If the code was public, developing cheats would most likely be much easier. If it was possible to make jaMME compatible with MB2 from within the MB2 dev team like you mentioned I'm sure it wouldn't be in vain. The features are a huge improvement over pugMOD which, despite its bugginess, has been quite popular among MB2 community's video editors.
  14. Bump for great justice. I'm a big fan of pugMOD and I wish this new version was compatible with MB2. If I'm correct, pugMOD's compatibility for MB2 had to be done via making a special build for MB2 itself after integrating pugMOD's code in MB2's code. Any chance of such collaboration happening again? There are multiple enthusiastic video makers in MB2 community (yours truly included, check my YouTube *cough*) who would very much appreciate jaMME's cool features.
  15. I'd probably add a few edge loops to the upper eyelids to make them look as smooth as the rest of the model (tip: flow connect for maximum speed), the low-poliness kinda sticks out there. Otherwise looking good so far!
  • Create New...