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The Punisher

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Posts posted by The Punisher

  1. I still get the ghoul error in openjk when I use anakin/Luke saber from EP IV from the original trilogy sabers with Seven's ported Han Solo, but only using the ESB outfit. I can use the model with other sabers or the saber with other models, or the saber with Han Solo's other outfits without issues, is just that specific combination.

    NoOne likes this
  2. That model, itself is very good! It's just the face and such that needs some work. If you've made that model, yourself. You should defo release it, when you've finished it. It's definitely the closest thing to the Coruscant Jaden, that I requested. What say you, @@AuriusPheonix?

     

    As mentioned above, is is a Frankenstein/kitbach of @Scerendo's Poe Dameron with @Omega1's Classic Jedi Project (CJP) Journeyman Customization head(s).

     

    I made it some time ago for personal use with a yellow Jacket and black shirt like Luke's Yavin Ceremonial outfit (and an "all-black" version and a blue jacket like Han's ESB colors but didn't liked how it turned out). I just added the Holster and gun and recolored the jacket orange.

     

     

     

    347ft3m.jpg

     

     

     

     

    The neck doesn't match with the chest so I used parts of the original head to fill the gap. Is not noticeable from the distance but it is in close ups.

     

     

    DarthStiv, Langerd, Smoo and 1 other like this
  3. Well, i'm trying again. I'd like to add a hood down to a model, but i'm completely lost, even after watching tutorials. My Blender isn't really set up either, so i was wondering if it's actually possible to add a new surface to a model with Blender to begin with. :ph34r:

     

     

    yes, it is possible. you can see here a version of the "Jedi Hunter" version from TFU2 put together in Blender using parts from different models, including a hood (by a total noob with 0 experience ;)  ).

    https://jkhub.org/topic/3553-jedi-hunter-from-tfu2/page-5

     

    Have you taken a look at this tutorial(s)? https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/

    Smoo likes this
  4. the file path is too long, like the game has a character path limit of 64, dont think openjk ups it yet, reduce the name to lord_starkiller like i do

     

    Never had a problem with OpenJK.

     

     

     

     
    I just got this error when the game was compiling:

     

     

    Anyway, after @@Seven fixed the belt/saber details, I was too lazy to rename the files back and kept the names from his file. As @ said, just rename the files.

     

    • Open the model with packscape
    • drag and drop the folders "Galen_Hoth_Stalker" and " "Galen_Hoth_Stalker_sbh" to a temp location on your hard disk.
    • rename the files starting with "sith_stalker_hoth_" to start with something shorter, like "hoth_stalker_".
    • Open the "skin" files with notepad and do a search replace and replace "sith_stalker_hoth_" with "hoth_stalker_".
    • Save the files.
    • replace the folders in packscape with the folders from your computer (I would remove the folders from packscape first then drag and drop the folders in my HD to their original location).
    • Save the model in packscape.
    • It should work.

    Now, you could also rename the model's folders and make them shorter (i.e. rename it to "Hoth_Stalker"). In addition to replace the folder names in the "skin" files, you will also need to modify the shader and NPC files to point to the new folder name. Is pretty easy.

  5. Hey, do you think you can update the link? (its not working for me)

     

    After "someone" started to use files form people here at The HUB without authorization and make it look like he did them, I removed my links in support of the original authors, and even thought I didn't made this model nor the fixes, I wasn't going to make it easy for "him" either.

     

    Anyway, there is the updated link 

    https://mega.nz/#!KJA0WJhR!UaFT4RIFUsGneT0M6uTArJD0_z4XeQY5ARviO1D-aRo

     

     

    Although I've never had a problem with it in OpenJK, I renamed the files shorter. Maybe that fix some of the issues.

  6. I have no idea what any of that means lol. Someone needs to call my dumb ass and walk me through it.

     

    if you want to add the model to your Single Player character selection menu here is a "quick and dirty" way

    • Open the model with packscape
    • Go to the folder "models\players\Tulak_Hord"
    • copy the icon_default.jpg somewhere in your computer
    • make 2 additional copies (you should have 3 copies of the icon)
    • rename the copies to
      • icon_head_a1.jpg
      • icon_lower_a1.jpg
      • icon_torso_a1.jpg
    • Copy the "model_default.skin" to your computer and make 2 additional copies
    • rename the copies to
      • head_a1.skin
      • lower_a1.skin
      • torso_a1.skin
      • (same names as the icons above, without the "icon_" part).
    • create a text file and rename it to "playerchoice.txt"
    • open the new file and paste the following

     

     

    //colorshadername	{action block}
    
    *white
    {
    	setcvar			ui_char_color_red 255
    	setcvar			ui_char_color_green 255
    	setcvar			ui_char_color_blue 255
    }
    

     

     

     

    • Close and save the file
    • Put all the files back in the Tulak_Hord folder and save it.

     

    The model should be now in the Single Player Character selection menu.

     

    Now, since is a single model (no additional parts or multiple skins), you could leave the "skin files" as they are. If you want to do it the right way:

    • Remove everything from the head_a1,skin, except the lines related to "head", "hair", "face", etc.
    • Remove everything from the lower_a1,skin, except the lines related to the lower parts of the model (hips, legs, boots, any extra part  below the hip like an armor, robe, etc.)
    • Remove everything from the torso_a1.skin, except the lines related to the upper body of the model (torso, chest, arms, hands, arm, any additional part in the upper body like an armored part, robe, hood, etc).
    Smoo, Wrath and Jeff like this
  7. It means ot currently doesn't supports npcs....but lt could...you just need to create it. You can do the same thing you just did. You can create the folders locally, add the NPC(s) files with your character preferences/settings and then drag the folder into the pk3. The ext_data should be at the "root" level of your pk3. You can view the kylo ren you just used and see the folder structure.

  8. Stay on target, stay on target *shoots missiles* *Death Star EXPLODES* YES I did it, lol that was the problem, I miss out to put the kylo ren unmasked tfa.pk on base folder and change the name of the file on npcs folder, thats all, thank you for your patience dude, still can't believe you help till the end lol, thank you

     

     

    Great! Glad you did it. Going through the process is the best way to learn. I joined The Hub several months back looking for some advise in a color issue I had with some blades. The great people here recommended me to use OpenJK and JA became a new game for me again. 

     

    I've learned some great stuff here how the models work reading the tutorials, then learned a little bit about "Frankensteining/Kitbashing" and I am having some fun here: 

     

     

     

     

     

     

    and now I am trying to learn how to model but my time and resources are very limited so is been a sow process for me.

  9. Im going for option 3, already made all of that and now where do i need to put the Kylo Ren (Unmasked) TFA.pk3 file?

     

     

    put the "Kylo Ren (Unmasked) TFA.pk" in the "\GameData\base" of your Jedi Academy folder. JA loads the mods in alphabetic order so make sure it load  late so it is not overwritten in the game. You can do that by renaming it to something like "zzzz-Kylo Ren (Unmasked) TFA.pk" 

  10.  then copy it back to the same folder where you extracted it from. = You mean putting the kyloren.npc on the npc folder from assets1.pk3? or kyloren npc folder if that is the case what im only doing is extracting the kylo-ren.npc to desktop and then put it back to kylo-ren.npc? what? 

     

     

    Dude, you are not getting it. NEVER make ANY changes to the assets1.pk3 file..NEVER. It has to be placed in the "ext_data\npcs" folder of the custom model...in this case the "ext_data\npcs" of the Kylo Ren pk3.

  11. Wait... I don't understand Im already on kylo-ren npc folder, im copying the kyloren from that folder

     

     

    you could:

     

    option #1 - copy the kylo-ren.npc from the Kylo Ren model somewhere on your computer, make whatever changes you want, then copy it back to the same folder where you extracted it from.

     

    option #2 - copy it to your folder, rename the copy to "kyle.npc", modify the "new" kyle.npc then copy it to the original npcs folder inside the Kylo ren model. That way you still can call the Kylo-ren.npc while using the the kyle.npc to replace Kyle.

     

    Option #3 - use the Kyle.npc file extracted from the assets1.pk3 and make trhe changes, then copy the kyle.npc in the "\ext|date\npcs" folder of the Kylo Ren pk3.

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