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The Punisher

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Everything posted by The Punisher

  1. Thanks!! That worked...Almost....I opened and rotated the saber, then exported it but when I go to the game, it is not rotated, it still shows the hilt back-handed. I am using the saber from https://jkhub.org/files/file/1641-katanamaru-backhand-styles/
  2. I am using Blender 2.64. I am just learning to use it and made a couple of "Frankenstein" models. I checked and with the exception of "Starkiller's Lightsaber AshuraDX (1.0)", none of the sabers have ".skin" files, just the .glm, the ".sab" file and texture files (jpgs,/tgas). I extracted the "GalenMarek" saber from the "katanamaru Backhand Styles 1.1"'s mod and I'm trying to rotate it to use it normally (not back-handed). I like this version because it has a transparent crystal that changes colors with the blade instead of having to use a different ".skin" file for each color of the blade. Once I am able to open it, I need to find out how to rotate it.
  3. I think the saber is in the "katanamaru Backhand Styles 1.1" mod. What would be cool is a version with a clear crystal that reflects whatever blade color you assign it. Edit: Actually, I just checked the version from "katanamaru Backhand Styles 1.1"'s mod and it has a clear crystal. It also looks like new, not used and weathered. Now I need to turn this one to be normal (fwd) handed but I have the same problem, it doesn't shows in blender. It doesn't gives any error, it just doesn't show.
  4. Yeah, you are right. While thinking more about it I also realized there are some zip files with multiple pk3s and will require some kind of database to keep track of every zip and al the pk3s contained plus which one of those pk3s are actually installed. Still an awesome tool. I think is a must have!
  5. This is Awesome! Thanks a lot. One suggestion maybe for a future version: Support the original zip files and use the readme.txt to display information about the mod properties.
  6. That's great news! I would like to see a better version of Starkiller tie pilot outfit )any other version will be welcome too). I love Dark_Apprentice's Starkiller pack but the tie pilot version looks kind of "flat". Plus the bottom part of the torso doesn't make it look like a body suit.
  7. Maybe someone talented could do a Frankenstein of the Yavin version of Dark_Apprentices Luke with Darth_Pae's Yun head...just a thought.
  8. Amazing job! Valkorion doesn't looks so bad, it looks amazing to me Any plans for Starkiller models?
  9. Sometimes I get the same error with the weequay model. Can you please share how you fixed it?
  10. hmm..Not sure if I did something wrong but the rgb saber blade selection did not worked when I added a separate saber blade mode (Xeby's Unstable blade). It works without adding the blade. Also, after the first mission (crash on Yavin), it messes up my custom animations.
  11. Looks amazing!!! One question, shouldn't the gun go on the right side?
  12. Agreed! It will be great if someone can do it. In the mean time I am working with what we have.
  13. I downloaded the version in MrWonko's site and modify it slightly to replace the hilt #2 (was created to replace hilt #1 but I already replaced that one).
  14. That looks a little bit like the "Anakin Solo" hilt on MrWonko's site.
  15. WOW!!! Looks amazing!!! Awesome job!!! I like how the body suit looks like, that is how the body suit for Starkiller Tie Pilot Outfit should have looked!
  16. I think there is an Endor and Bespin version at Jeff's never ending WIP's
  17. That's awesome! Do you think you can do the tie pilot version?
  18. That model looks good. It might need some tweaking the forearms and the torso looks a little bit over-weighted but I like it a lot. Dark_Apprentice also has a nice Starkiller pack, maybe can give you some ideas.
  19. colors look pretty good but the blade end is "too pointy".
  20. Awesome! Now we need an npc to replace the SP transdoshan....
  21. I am trying to understand the NPCs better and in my searches I've seen issues with "too many NPCs". I for once had some issues in SP with some in-game npcs (weekqueay, Trandoshans, etc.) not spawning because some other mods I've downloaded and I was wondering about the best way to include npcs, so my question is, is it better to have a single NPC for the same versions of the character or a separate npc for each character version. For example, I use a pack that contains several versions (skins) of the same character and contains an npc for each version. Is it better to have a separate npc for each version or a single npc that includes all versions? Thanks in advance for any feedback.
  22. Excellent job as always Seven!
  23. I was playing with Blender and put the head and chest from the "Starkiller Armor" (from Dark Apprentice's pack) with the rest of the body (arms, armor, etc.) form the "Jedi Stalker" version and added a hood and it looked kind of cool in Blender...but that was as far as I could get. I tried to apply the textures from the original models just to see how it would look but the texture came all wrong.
  24. Well, I learned a little bit about Frankenstein and made my wish come true...I blended with Toshi's ROTJ Luke Skywalker Version 2" with the heads from "Classic Jedi Project (CJP) Journeyman Customization I 1.1".
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