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Posts posted by The Punisher
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Have you tried the Tutorials section? There are some pretty good tutorials there. I made a pack with over 40 hilts by reading them.
https://jkhub.org/tutorials/article/192-sp-menu-saber-hilt-support/
https://jkhub.org/tutorials/article/72-how-to-add-new-saber-hilts-to-the-single-player-menu/
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I asked the respective permissions to publish Palpatine officially in the Files of the Hub... let's wait now
Just thought about when I wanted to publish TFA Chewie and didn't it... 05 January 2016 - 11:52 PM [/size] I had already Lervish's permission, so it will be uploaded soon !
For Han it's the same thing...no problem to upload it, just want to fix something
@@scp_chaos1 :
To the three TFA troopers trying to totally terminate their troubles
I'll let you all know when I know something more
Awesome! No worries on waiting. We know you are hard at work trying to get it right and do it the right way and is really appreciate! Thank you very much!
TheWhitePhoenix and Śăļvõö like this -
Freaking Crazy....Freaking awesome!!!!
Langerd likes this -
I am just sharing this for fun and A way to say Thanks.
A few month back (lost track of the time) I joined JKHub looking for help with some issues with some downloaded blades (posted in the tech support forum). Somebody recommended me using OpenJK and I started browsing through the site and found the most amazing mods...and crazy man found a new game to play.
Among some of those mods were the "Classic Jedi Project (CJP) Journeyman Customization I 1.1" and Toshi's Luke pack. I liked the different "outfits". I always wanted to play with TROJ outfits, but felt "weird" playing as Luke and having Luke as the Jedi Master (didn't liked been a "clone of Luke").
Then somewhere in the forums, I read about "Frankenstein" models and read a couple of tutorials for Blender and made my wish come true...Used the heads from the CJP mod with Toshi's Luke body!
Then I found some cool mods of my favorite character, Galen Marek / Starkiller. I never liked TFU game very much (don't like games where all you do is run and jump + I am not so happy about heights), but to me, is one of the most tragic stories in the SW universe.
I liked @Seven's "Galen Jedi Adventure" mod and the Starkiller pack from @dark_apprentice but it had some issues with textures and some models not showing in SP character selection menu so I started looking at the mod and learning a little bit about how a mod works and fixed most of the issues (fixed the textures, models showing in SP menu, Hood issues, etc.).
Then I added whatever little I've learned about Blender and started having fun. I figured out how to fix the problem with the "floating" data pad for the "Raxus" version and how to add more "3d bandages" to make the arms look better. Then I figured out how to add "Custom animations" and added the "single backhanded version from Seven's "Jedi Adventure" mod and the "dual/double" backhand from @katanamaru's backhand styles.I've found and learned some great stuff thanks to the great people here at the JKHUB community, so Thanks to Thanks to Circa, Seven, Dark_Apprentice, Katanamaru, dankswagmemezmaster and everyone that has helped/motivated us in one way or another. Thanks to all the great artists that creates such awesome mods, to the Staff for maintaining such a great game and community alive.
For those that contacted me to share the Starkiller models, I finally got permission from the original authors and the file has been uploaded and approved. HUGE THANKS to @dark_apprentice, @Seven, @katanamaru and @AshuraDX for their support.
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Thanks!!!!!!
TheWhitePhoenix likes this -
Hi everyone
I just wanted to know what models each of you likes in this thread...so to know what to release soonish... without engages.
Well, here is my wish list
Kylo RenEp.VII Snowtrooper v1.0Ep.VII Tie Pilot:New Emperor PalpatineRebel PilotC-3PO Ep.IV (Tatooine)Han Solo (TFA)CHEWBACCA EPISODE VIIŚăļvõö likes this -
I am learning that myself. This helps a lot
https://jkhub.org/topic/4905-frankensteining-with-blender/
https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
At first might be a little bit intimidating and frustrating but the more you try it, the more you learn and like it.
Here is Starkiller's head in Toshi's Luke body with Katanamaru's backhand styles.
Jrue, TheWhitePhoenix and Omega like this -
The glow for the unstable blade is looking better!
Darth Sion likes this -
@@The Punisher, did you fix and export the raxus starkiller model with the fixed datapad?
I didn't had any issues exporting it. I even added more "3D bandages" in the upper arms to make it look better (Have to work a little bit on the right arm. You can see it the screenshot above, I did it for both models) .....try using only "lradius" for vertex and see if that helps.
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@@The Punisher, how did you add the animations to the models? and could you put a link to the models with the animations?
Well, I am not sure about placing the file for public sharing...I think I will need authorization from the original uploaders/creators. If I can have their blessings, I can share the models.
What I did was easier than I thought (and I had no idea what I was doing).
I've been trying to assign the .gla file via HexEditing but it always crashed the game. Then I made a Frankenstein of katanamru's version with the head form Dark_Apprentice, but the animations no longer worked. Then I realized that during export, the ,gla file is set back to the normal humanoid gla file. I also remembered that to work with the sabers, we had to remove the .gla file during the export....so I thought, could it be as easier as re-assigning the correct .gla file on the export option? Well, it was....What I did was the following:
(will use the tie version for the example)
Set up my working folder with ..\GameData\Base\models\player\[player_model]
added both a.gla/animation folders and the backhand saber folder so I have:
\GameData\Base\models\player\_humanoid_dbgalen (dual backhand from Katanamaru's model)
\GameData\Base\models\player\_humanoid_galen (single backhand form Seven's model)
\GameData\Base\models\player\starkiller_tie
\GameData\base\models\weapons2\GalenMarek
Created 2 new folder for each version
\GameData\Base\models\player\[player_model_sbh]
\GameData\Base\models\player\[player_model_dbh]
Now I have
\GameData\Base\models\player\_humanoid_dbgalen (dual backhand from Katanamaru's model)
\GameData\Base\models\player\_humanoid_galen (single backhand form Seven's model)
\GameData\Base\models\player\starkiller_tie
\GameData\Base\models\player\starkiller_tie_dbh\GameData\Base\models\player\starkiller_tie_sbh\GameData\base\models\weapons2\GalenMarek
copied just the "model.glm" and the ".skin" files from the original model to each of the 2 new folders so I had the base model while keeping the original intact.
This is important so in SP, I select the regular version without custom animations to play in order for it to show in the cutscenes. Then I activate the custom model from the console ("playermodel [player_model]". Otherwise, if you select the models with custom animations from the player selection menu, they don't show in the cutscenes or show static (like a statue).
Imported the model.glm from the "sbh" folder with Blender.
Without doing anything to the model, I just exported again to the same folder, but in the export window, selected models/players/_humanoid_galen/_humanoid for the .gla file.
Repeated the process for the dbh version and assigned models/players/_humanoid_dbgalen/_humanoid_dbgalen for the .gla file.
Created the NPCs for each version and specify to use the backhand saber.
Added the 2 animation folders and the 2 new model folders and the npcs (I acutally have 1 single npc file for all the starkiller models) to the original pack.
Do the same for any other model you want to add the animations (starkiller_training, starkiller_arena, etc.)
Play the game with the normal/original model (without custom animations)
once in the game, open the console and select the player model I want (i.e. playermodel starkiller_tie_dbh or playermodel starkiller_raxus_sbh).
That's it. I still have to figure out a few of issues
If I don't specify the blade color in the NPC, the blade is red by default. Need to figure out how to tell the NPC not to change the blade color from the one currently selected.
None of the custom animation models like the Security locks (the unlock icon doesn't shows,, have to switch to the normal model to unlock it, then switch back to the custom model).
Hope this helps...
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We need real backhanded animations and not just a single bladed staff.
I merged the animations/stances from @Seven's Galen Marek Jedi Adventure Robes and @katanamaru's Backhand Style with @dark_apprentice's Starkiller models and made 2 version of each one, single and dual backhand sabers (at least for the Raxus, Training, Arena, Tie, Armor, Industrial, and Dark versions, also the jedi dv. version but that I also added the robes from Seven's model).
Not perfect, but so far I am happy with them.
swegmaster and katanamaru like this -
Haha, now I want an ice cream sandwich!!! Is been a long time since I had one.
Thanks for the update!
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They look Awesome! I kind of like better the blades on the previous screenshot (green and purple looks crispier). Are any of these blades available for download?
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Speechless. The best freaking blades I've seen.
Darth Sion likes this -
It looks amazing, I hope the project is still alive.
Bek likes this -
Crazy idea: is it 10.00% or 10,00% in the import dialogue? Depending on your OS settings that might cause a problem. Happens to me when I don't change Windows number format and try to compile a model for jka.
Thanks for the reply! It is 10.00%.
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Make sure the scale option in the Import menu is set to 10.00 %.
Thanks Ramikad. Yes, the scale in the import menu is set to 10.00%. Everything seems normal, that's why I haven't been able to figured it out (that and the fact that I am a total noob).
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Thanks. Since this is just specific to an application and not actual modding (although is used for that), and the Forum identifies this section as "General Tech Support", I thought the modding section wouldn't be the correct one.
If this is not the correct section, please let me know. -
Something happened to Blender and now models are imported / exported over sized. Have to constantly select the mode root, select scale and reset it to 1. None of these happened before, I might have touched a setting without noticing it. I have set the settings while working a model and saved at default but it comes back over sized. Any ideas?
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Fixed it by removing the "wires" textures and their respective shaders. I also gave it a "proper" crystal using the "Resolute" hilt crystal part. The screenshot doesn't do justice but now looks like an actual crystal with transparency and glow.
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Any updates?
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i simply put the saber models glm into blender, selected model_root, under scene_root, pressed r, then x, then put my finger on the top of the saber to keep the point at which after i rotate it 180, i move the saber top down to right under my finger to fix hand pos. , then exported it as a glm named w_galen, then put it in a folder named GalenMarek_sn (sn is for single, or forehand), then put it in my pk3 in models/weapons2, then made a new .sab file that uses the forehand saber, and got rid of all the tags pertaining to staff sabers, and then boom, working in-game
That's basically what I've been doing all this time, except I called mine GalenMarek (I renamed the BH version to GalenMarek_bh).
Edit: This is weird. I just tested it in MP (I don't play MP) and in the MP menu selection it looks fine. The went back to SP menu and looks bright white again. Can you try the saber in SP?
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Excellent! I have no idea what's wrong with mine. I have started mine a few times back from scratch and always end with the same results. Can you please share yours? Or at least why you did? I'm so frustrated of going around in circles at this moment.i don't know what you're talking about @@The Punisher, but i got the forehand galen saber working fine:
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@@The Punisher @ the crystal in the hilt is giving off a white glow by itself - so everything that passes throguh it will appear brighter sicne there actually is something that glows white in there.
and that might be what you're seeing here.
Why it doesn't happens on the normal backhand version? How can it be fixed?
Removing saber via NPC
in Modding Assistance
Posted
Is there a way to force a model to use only one saber via NPC?
Scenario: I have different versions (outfits) of the same model and I change them according to the mission (I don't believe anyone would wear the exact same clothes all the time). Some versions use 2 sabers while another use only one.
Problem: If I use a single saber then a dual saber there is no issue, my problem is when reverting back from dual saber to single saber, it still uses dual sabers (the 2nd saber is not removed).
I've search through the forums and the NPC tutorials in the tutorial section but haven't been able to find anything yet.
Normally I would use only a single saber until it is destroyed, then change to dual sabers....but...there is always a but...sometimes I am distracted and make a mistake typing the npc name and get the wrong one. I know I could revert to the previous save but that's just a workaround, I would like to find out how to do it via npc.
Thanks in advance.
Arrrggg....had to many tabs opened, posted this in the wrong section. Should have posted this in the modding assistance. How can I Delete this one (or moved it to the correct forum)?