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KyleRendar

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Everything posted by KyleRendar

  1. I know this thread is over a year and a half old, but there is this DF2 Jan model from 10 years ago. https://mrwonko.de/jk3files/Jedi%20Academy/Skins/Skin%20Packs/108275/
  2. You solved it, thank you! Now my Kyle looks at people like a regular human being! I don't know how I ended up with no head tags, I might have accidentally deleted them when I deleted the original head. Anyway thanks for the help! Now I can focus on getting the textures right Need to fix his eyebrows next
  3. I moved "l_hand_cap_l_am_0" to where it should be (the same location as on the default Cassian Andor model) and that didn't fix anything. If there is another tag that's in the wrong place, then I can't see it.
  4. Well, the "l_hand_cap_l_arm_0" tag seems to be way behind him for some reason, I have no idea how that happened. Could that be the cause? Even if it isn't, I should probably fix it right? Where do I move it? I couldn't find problems with any other tags, but I'm a noob, so I wouldn't even know what to look for, or how to "verify that the hierarchy is correct". I checked the JK2 model, and the "l_hand_cap_l_arm_0" tag is in the same place. I uploaded the model onto Good Drive. It's a mess at the moment, I'm still working on it, but "kyle_new" should have a JK3 skeleton, and "kyle_new2" should use the "JK2anims" or a "_humanoid_jk2" skeleton, from the JOA mod, I forget which one it uses. I included both in the pk3. http://drive.google.com/file/d/1ukW2OkhTKMQqMAotbPI7fZzrmii5LWLA/view?usp=sharing
  5. So I've been working on this Kyle Katarn Frankenstein for quite a while now. It's Scerendo's Cassian Andor's body, with Poe Dameron's head (and DT85's Savage Opress's shoulder pad). I have a really irritating problem with the model that is difficult to explain, and I was wondering if anybody has a solution to the problem. There seems to be something wrong with the placement of his head, or something about his body, that causes the game to think he needs to look up much higher than he should. It's like the game thinks his head is in his chest or something. For example, in cutscenes NPCs always look at his chest, instead of his head, and Kyle seems to look over them. This also happens in game too, the NPCs look at his chest instead of his head. Whenever he presses buttons, you need to aim up to be in line with the button, or something. These screenshots are taken in JK3, but with the "Jedi Outcast - Academy" mod. He does the same thing JK3 cutscenes, and it is really annoying. I followed this tutorial on YouTube, I replaced the head, didn't mess around with any other settings, didn't touch the skeleton, so I have no idea what is causing this issue. I did move a couple vertices around his collar. The Poe Dameron head was a bit too big for the body, so I moved the collar a bit to fix some clipping issues. I don't think this is the cause though, as it still had this problem before that. https://www.youtube.com/watch?v=e8ML5S9KSa4 The Kyle NPC file has "headPitchRangeUp 150" which makes a small difference, but not a whole lot. In game, the Kyle NPC will look above the player's head too. I have two versions of the model, a default JK3 model, and one with the JK2 skeleton, for 'JOA' mod cutscenes. Both versions have this same problem. If you have any idea what is causing this issue, please let me know. I can upload the model on to my Google Drive, if you want to take a look for yourselves.
  6. An unfinished version of this map is still in the Dark Forces Mod files. I'm very happy to finally see a playable build. Playing this was a lot of fun, well done. I'd love to see this integrated into the Dark Forces mod! Maybe we'll finally get a complete build one day.
  7. This is brilliant! HUGE Improvement. It's amazing how something as simple as adding a cape, gives him much more of a threatening presence. I'm looking forward to the JK2 version, would look great in the cutscenes.
  8. 142 downloads

    This is a fun little mod I made for a laugh! I replaced the bartender from the famous ns_streets cutscene with Watto.. for some reason.. I'm still not sure why I made this honestly. I used audio from the movies, and the Pod Racer game, to try and make the conversation fitting, and funny. I won't spoil the conversation, you'll have to download it, If you ever wanted Watto in your JK2 campaign. I also edited the subtitles to match. I've also added a JK3 version for anybody that wants to use this in the 'Jedi Outcast - Academy' mod. The animations in the JK3 version are completely off, which kinda makes it funnier in my opinion. I don't know why this is though, as the Watto model is a JK2 model. This is just silly mod I made for a laugh, I might make more if I can come up with any ideas. Credit goes to Hans Moleman who made the amazing Watto model.
  9. I've been wanting to make a Single player Campaign remaster for Outcast and Academy, by assembling a bunch of mods, and high quality player models. I've frankensteined/re-textured a new Kyle Katarn Player model, and I want to use him in the cut-scenes of the 'Jedi Outcast - Academy' mod, that lets you play the single player campaign for Jedi Outcast IN the Jedi Academy engine. In the cut-scenes, he plays all the wrong animations. In the 'Jedi Outcast - Academy' mod file, they use a particular model that uses the JK2 _humanoid gla animations specifically for cut-scenes. I've heard you have to 'hex edit' the jk2 gla to the jk3 model glm, but I have no idea what hat means, or how to do it. What would be the easiest way to do this? I have a couple player models that I also want to use in the cut-scenes, that'd need to use the JK2 animations for (Luke, Lando, Jan, and Galak replacements). Thanks in advanced - Kyle
  10. I'm wondering if anybody knows how to change the NPC spawns for a level? I was hoping to change some of the NPC spawns in the JK3 single-player, but I have no idea how. I just wanted to change the Cultist Spawns to other NPCs on VJUN3 specifically, as the mods I'm using causes VJUN3 to crash, if I change the cultist's weapons to the new sabers I'm using. I was hoping to change the NPC Spawns for that level specifically, as it's the only level that crashes with my mods. It would be good to know how to do this, as I could change NPC spawns in other levels, and edit the game much more than I'm doing. If anybody knows how to do this, please help! - Kyle
  11. What skin are you using? I want that Bespin Cop reskin! I can't find it anywhere
  12. You say that, but when I play that level on Cairn, Luke gets killed by the reborns pretty easily If I let him try to handle it himself..
  13. Luke got his ass beat by Vader, and only beat him by using the Dark Side, and then got fried by the Emperor.. Kyle beat 7 Dark Jedi on his FIRST DAY with his lightsaber, then he took on a whole army of Reborn and won.. Kyle would probably Force Lightning Luke's butt until Luke ran away like a pussy, and outcast himself on a tiny island in a shitty Disney Movie..
  14. I used the Outcast - Academy mod that let's you play the JK2 campaign in JK3 Well I think they're supposed to be leather patches.. I don't know what use they have, but if you look up Kyle Katarn, you'll see most interpretations of the character have them, including the action figure I based this skin on.
  15. Version 1.0

    475 downloads

    Just a small skin I made that replaces the default Kyle. I tried my best to make him look like he does in the comics. I assembled some textures from other skins, and edited them to more resemble my Kyle Katarn action figure, lol. The legs, boots, and gloves textures are from GPChannel's ' Dark Forces II: Kyle Katarn ( With jacket) 1.0' the white shirt texture is from ThatOneGuy2486's 'Kyle Reskin' and Kyle's head is from Rooxon's 'High-res Kyle Katarn 0.8' I altered his shoulder pad, gloves, and gave him the brown armpit things he has too. Should work in JK2, but I ain't checked I also added a Jedi Outcast splash screen from my Jedi Outcast Trailer I made a year ago, and I replaced the blaster sound for the probe droid to the one in ESB as a little bonus! Hope yall like it
  16. Great model! Can I ask how you ported the DLT-19 from JKG? I tried but not all the textures are there..
  17. This is really great, amazing looking model! I would suggest either adding a hand to the first-person model, or lowering it, as so you don't see the handle and trigger.. Using it first-person just feels like I'm a floating gun. Great model though! 8/10
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