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Kualan

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Everything posted by Kualan

  1. Wow. Absolutely fantastic. I did a similar kitbash for the officer and the Army trooper armor for the latest issue of my comic, but THIS is a true overhaul of how Imperials can be presented in this game with all the variations. Particular praise for the new caps and those overcoats. I will be following this with great interest.
  2. What perspective are you viewing the models in? Try CTRL+F (I believe) to play around with different perspectives and see if that helps.
  3. Apparently they confirmed in the panel that Rey/Boba/Han in Theed was just for the alpha demo.
  4. In other words, it's been so long since I looked at those particular WIPs that I've long since forgotten the multiple, varied reasons why they weren't game-ready. For several of them, it'll just be because of poor quality weights during my fledgling days and I've yet to find the time or inclination to do them again from scratch.
  5. I like it - Purge was always one of my favourite Dark Horse one-shots. Very faithful recreation of the comic with the assets available. Quick question - where did you source that daytime version of the Temple exterior?
  6. Your machinimas continue to impress. Great shot-for-shot work.
  7. Neat, good to see an original concept that also looks like it could have blended in seamlessly in the Mos Eisley cantina or Jabba's palace.
  8. Neat! Always welcome more alien merc types. Though I think the Bo-Katan helmet needs to be mirrored?
  9. You say it looks fine in Modview? Could I have a screenshot to try and diagnose the issue?
  10. Perfect, very nice. Could easily see this being Chirrut back in his Guardian heyday.
  11. Neat concept, head just looks a little too small for the rest of the body IMO.
  12. @@AngelModder be like:
  13. Just a head's up, they won't look very much like the actors with just a texture on the default Spanki head - I mean, you might be able to get together a passable JDM, but Peter Capaldi's facial structure is too distinct from the Spanki head.
  14. Issue Seven - Lifting The Veil - is now uploaded to http://talesfromtheclonewars.net/ Imgur link also available here: http://imgur.com/a/EC8DT As always - thoughts, reviews and feedback are always welcome.
  15. Aye but you need set a .gla override and point it to the JK2 skeleton and/or use the 'Append' feature. Hm. Silly question, but does the version of Blender you're using match the version of the plugin?
  16. What exactly are you trying to import? A vehicle? JK2 model? Anything that doesn't use the vanilla JKA skeleton?
  17. There are different kinds of .fbx. You need to use the converter to change it into one that will work with Blender (such as FBX 2013).
  18. You need to use this: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 To either convert it into a .fbx format that Blender will recognise, or convert into a more universal format like .obj
  19. That's what I thought too, but no luck so far.
  20. I voted Revenant, but I'd prefer a prequel-era option personally.
  21. What model are you attempting to use? For /playermodel to work in SP, there needs to be a .npc file created for that character. If it is one downloaded from the Hub it might not have that.
  22. What exactly is in the _humanoid folder?
  23. 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!
  24. Could you elaborate on this a little?
  25. 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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