-
Posts
4,085 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Tempust85
-
I see ALOT of tutorials that need to come from that one picture.
-
What program do you use to export to JKA?
-
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.
-
Tell me you used either 3ds Max or XSI Mod Tool.
-
character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Nah, I never finished this completely. As with anything to do with this project, I have no want to finish or release. -
Right now, I'm bogged down with MBII stuff. At some point, I'd like to finish this.
-
Ah screw it.....I WON! I WON!
-
- 10 comments
-
- Non Star Wars Related
- Male
- (and 4 more)
-
Thanks! The detail he got into that diffuse is amazing
-
Someone really needs to make a tutorial about baking high poly details into the diffuse properly for JKA.
-
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.
-
For a large weapon like this, a single 1024x texture would suffice. Triangle count should stay under 1,500 with LODs.
-
-
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. -
-
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.
-
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.
-
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
-
Star Wars Battlecry http://www.moddb.com/games/star-wars-battlecry
- Show previous comments 2 more
-
"A few of the artists are a bit up themselves but they do good work."
? you mean stuck up?
-
How exactly would that be used in JKA though? At best, the MD3 viewmodels just move the whole gun and not individual parts.
-
Ugh, so low poly I want to puke
-
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.
-
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 > ); }
-
Just use them for reference and keep going on your own model.