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Tempust85

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Everything posted by Tempust85

  1. I see ALOT of tutorials that need to come from that one picture.
  2. What program do you use to export to JKA?
  3. Having a look at your model and for such a high poly model, you really should have LODs. There's also areas that could stand to drop a few tris.
  4. Tell me you used either 3ds Max or XSI Mod Tool.
  5. Nah, I never finished this completely. As with anything to do with this project, I have no want to finish or release.
  6. Right now, I'm bogged down with MBII stuff. At some point, I'd like to finish this.
  7. Thanks! The detail he got into that diffuse is amazing
  8. Someone really needs to make a tutorial about baking high poly details into the diffuse properly for JKA.
  9. I used to port early on (KOTOR heads slapped on HS Kenobi anyone? ), but I don't anymore. Sure it's faster to port something, but less rewarding than to make it yourself. I'll make sure there's no more ports in MBII but tbh, I haven't checked to see if there is any in there now. EDIT: Yeah, I'm guilty of using 3d reference to help with proportions but not to 'trace' around it.
  10. For a large weapon like this, a single 1024x texture would suffice. Triangle count should stay under 1,500 with LODs.
  11. Version 1.0

    2,405 downloads

    ******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : DT F-11D Blaster Author : DT File Name : DT_F11D.pk3 File Size : 1.0 MB Date Released : 18 January 2016 Model : DT Textures : DT Weighting : DT Description: ---------------------------------------------------------------------- Episode VII Stormtrooper blaster, as seen in The Force Awakens. Replaces the E-11. Known Bugs: - No viewmodel animation for some reason. LODs: Yes. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. ====================================================================== 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.
  12. I'd like to see player model lower body added to first person view like with most modern games.
  13. Well yes, but the only released project that has it is JKA Enhanced. I'm thinking that project should become a staple download for everyone.
  14. Have a look at how my EP7 Luke's hair bangs is done. I use TGA which has the texture as normal but an alpha channel to depict what is to be transparent. Black for 100% transparency, white for 0% transparency and grays for a blend between the two.
  15. Looking good. Here are my suggestions: - Give her a less angry expression - Add some textured hair where the hair mesh meets the forehead for a more seamless look - The neck looks too much like a V. Go for a more straighter look - Make the ends of the fabric transparent and give it a slightly frayed look - Remove/reshape the arm wrap mesh so it looks skin tight as it's just a thin fabric wrapped on the arms - Add some more detail to the eyebrows so it looks less painted on - The bit where the top of the boot meets the skin could use some simulated lighting to define it more
    1. Show previous comments  2 more
    2. Barricade24

      Barricade24

      How dare the deny the magnificence that is DT's Stormtrooper!

    3. eezstreet

      eezstreet

      "A few of the artists are a bit up themselves but they do good work."

      ? you mean stuck up?

    4. Tempust85
  16. How exactly would that be used in JKA though? At best, the MD3 viewmodels just move the whole gun and not individual parts.
  17. Don't really need to, I have a ton of photos from their TFA costume displays a while back which showed off everything I needed.
  18. I think from memory the FACE_XXXX animations will play blended with any other animation. Here's a script from the now dead DF2 Mod that made the bartender say a line and do stuff: //Generated by BehavEd rem ( "Get out of my bar, you always cause trouble!" ); affect ( "bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "nav_patrol1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol1" ); } task ( "nav_patrol2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol2" ); } set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "false" ); task ( "get_out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.mp3" ); } wait ( 2000.000 ); do ( "get_out" ); wait ( 10000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" ); set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" ); wait ( 500.000 ); affect ( "beer_glass", /*@AFFECT_TYPE*/ FLUSH ) { remove ( "beer_glass" ); } set ( /*@SET_TYPES*/ "SET_ADDLHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" ); dowait ( "nav_patrol1" ); set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" ); set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" ); wait ( 250.000 ); set ( /*@SET_TYPES*/ "SET_REMOVELHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" ); wait ( 5000.000 ); dowait ( "nav_patrol2" ); set ( /*@SET_TYPES*/ "SET_ANGLES", < 0.000 -90.000 0.000 > ); }
  19. Just use them for reference and keep going on your own model.
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