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Everything posted by Kualan
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What exactly is in the _humanoid folder?
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Nice! Just did the Y-Wing too, have you got the different skin variations? EDIT: Ah yes, can see they're included in the folder. Nice work!
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Could you elaborate on this a little?
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Hullo folks, So I've just started dipping my toe in the world of entity modding and I have what I hope is a fairly straightforward query. I have successfully set up the .ent file and it compiles correctly into the .bsp, however now I'm just trying to figure out which part of the entity file to edit to change which NPCs are spawned for which marker. In particular, I'm looking at academy1.bsp as an example. What I want to do is replace all those Jedi Master clones that appear in the crowd with individual NPCs to give the academy more variety. I can find the 'teacher1', 'teacher2' etc entities but I can't find what affects the model they use - for example, the one master that uses the Jedi Trainer model instead of the Jedi Master model has nothing in the entity list to identify this difference. Which part of the entity value do I need to edit, and how do I specify which model/NPC to use instead for each individual spawn?
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The Force Awakens Conversion Mod for SP
Kualan replied to GPChannel's topic in WIPs, Teasers & Releases
Aye, I know you haven't replaced the random Jedis yet, I was just wondering if in the course of your modding you have uncovered a way to do so for individual spawns. Ah well! -
The Force Awakens Conversion Mod for SP
Kualan replied to GPChannel's topic in WIPs, Teasers & Releases
I'm impressed with how you're able to change where so many vanilla cutscenes take place. Is there a way to fundamentally change the spawners other than replacing the NPC files? For example, most of the background Jedi are spawned from jedi_random.npc, but is there a way to make each spawner point to a specific .npc file? -
For the best result you will want to import the .ase (not the .md3) version of the model you're replacing into Blender and ensure the model you're replacing it with matches it in terms of scale and rotation before exporting.
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One bit of feedback on the Tiplee Twins - I've noticed some clipping/deforming at the back of the neck during the idle animations (BOTH_STAND1IDLE1 in Modview for an example).
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The exact same way - replace the Z-95 md3 and it will replace the static landed version that Jaden disembarks in.
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Wedge's X-Wing runs off the x-wingnogear.md3 in models/map_objects/ships/ rather than the vehicle .npc file, so you just replace that with a different md3 given the same name and voila.
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Those Tiplar twins turned out really well, given the limitations of the base game - and Cassian looks sweet!
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I've submitted an update for Plo Koon which will feature model adjustments, higher-res textures, full dismemberment and roleplaying support. I've also been playing around with modding the wider game, building on @@Circa 's old prequel mod as an inspiration:
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It was a model of Teemto Pagalies from the podracing segment of the game. I edited it to remove all the podracer gear, retextured it to better resemble Zao then kitbashed it with other models and gave him the lightsaber cane to complete the image.
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I can't claim credit for it as an original mesh - the head comes from Star Wars Kinect, though I've made numerous edits and adjustments to it in Blender, as well as retexturing it in Photoshop. The main body is one of the Kel Dor male options for Jaden in the base game.
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Agreed - he, Tholme and T'ra Saa would have been nice characters to see pop up. And who knows? They may have done in the end as they were planning on giving Quinlan Vos a lot more to do in the unfinished seasons.
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For fans of the old 'Republic' comic series by Dark Horse, here's Master Zao - a blind Veknoid Jedi Master and an associate of characters like Quinlan Vos and Aayla Secura.
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Just be aware that the more surfaces, the more performance-heavy the model will be, as even when surfaces are switched off the game still loads them to a certain extent.
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You should try to avoid pushing up against the surface limit anyway, let alone deleting needed surfaces. I didn't realise you were planning on putting all these customisations into a single .glm Instead of cramming all these customisable parts into a single model, why not space them out over several?
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I'm not actually a huge fan of the SWTOR head but you're welcome to use it so long as the people I credit on the file page receive credit too.
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I like the video, it makes good use of both Empire at War and JKA to tell the story, but one critique that really takes some of the polish off of it - the grammar. I'd suggest taking the extra time/effort to proof-read the subtitles before publishing the video as they seem to have numerous errors at the moment (inconsistent lower/uppercase, for example) that stop the viewer from being able to immerse themselves in the story, at least for me.
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Those are some good-looking Archives. Jocasta Nu approves.
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In the comics it is implied these droids simply operate to pass on Sheev's intended orders in the result of his death and little more. Only those loyalists who were faithful to the Emperor himself rather than just the Empire as a whole really pay them any attention. In the case of Shattered Empire, said orders are to implement Operation Cinder, the targeted destruction of several key worlds as a 'scorched earth' style policy.
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Never say never - if I can find a good means to recreate Ahsoka' distinctive look, then I may take it up. Meanwhile, the overhaul for the Jedi continues with a new piece of kit for their arsenal: