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Kualan

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Posts posted by Kualan

  1. Why not submit it to JKHub and make it public? It looks nice enough. ^_^

     

    (Plus, it may help braven people up to reskin/kitbash this model more. It's been standing alone for too long for crying out loud... >.<')

     

    I have a Rig Nema WIP that is kitbashed from your Ahsoka as a base, but she's a fair bit from being finished just yet.

    Cerez and the_raven like this
  2. This pack is so much win! We finally have our first decent Female Imperial Officer, a great looking Thrawn that isn't based off of the Chiss bartender, a great Tarkin at last!

     

    This pack is absolute gold! I will download this as soon as it's out!

     

    I've had to remove Governor Pryce from the pack for the time being. The female Imperial body comes from the Dark Pastime team and was provided for use in my comic - however they do not wish for the model to be available for public distribution until Chapter 1 of their mod has been released so I'll be respecting those wishes for the time being.

     

    However, all the other models should be available in the near future. Just need to sort out some soundpacks for them, which I find to be the most tedious part so if anyone wants to take up the challenge I'm happy to let them.

    sukhoi likes this
  3. Freakin' love this. Have dabbled with making my own 'HoloNews Studio' style map awhile ago (screenshots are buried somewhere in my WIP thread) but it's great to see the idea being realised by others too. I'd love to use something like this in future editions of my comic.

  4. impressive, most impressive. I'm glad that there's valuable resources even in a Star Wars mobile game for modders to use. any chance of using the cape from the Force Arena Krennic model? texture and shape wise it was pretty much perfect whereas the only viable option in JKA is the Dooku cape which is hard to convincingly re-texture and re-shape. something about the crisp stark white cape just completes Krennic's look.

     

    on the note of Force Arena models looking better than the Battlefront ones I think the developers particularly excelled in the area of faces (except for Tarkin, although I've only seen it in-game). the entire Rogue One cast in that game look astonishingly accurate despite a low polygon budget - a testament to the overall quality.

    RE - the cape, not going to happen. Already looked into it but it can't be used without reshaping into pretty much the same shape the Dooku cape already has. Cloth/cloaks/capes don't do very well in JKA as they have to be modelled/weighed in a very specific way to look remotely convincing. Krennic's Arena cape actually wraps itself around the front of the arms (like a sort of curtain) which makes it impractical to weigh accurately in JKA.

  5. Okay, yeah, there are some issues that need to be ironed out for the custom weapons. MD3 is exported correctly, but appears invisible in-game in 1st person mode. Appears correct in 3rd-person and NPCs' hands, but then reverts back to the vanilla weapon it replaced when they die and drop it. I'm sure I can figure it out though, must have just overlooked some steps.

  6. Good idea, I'm probably going to get to them eventually but we'll see. Nice work as always. What are you using to edit the md3 part of the gun. I always have issues with that, I start in blender and save as md3 then have to check in game for positioning numerous times, it's so painfully long. It's frustrating not being able to open md3's in blender.

    I've done the weapons as .glm rather than .md3

     

    Basic process is:

     

    1. Import an existing weapon of the approximate shape and size of the weapon I want to bring in-game. (NB: Have to make sure the 'Skin' box on the Import screen is blank as weapons don't have .skin files and this will cause an error if Blender tries to find one).

    2. Import the new weapon mesh.

    3. Align the new weapon mesh over the existing vanilla one, reparent the tags to the new mesh (making adjustments to their position as needed).

    4. Delete the vanilla meshes once all tags have been reparented to the new mesh.

    5. Set the new mesh's material settings in the Ghoul2 properties box to point to the correct texture.

    6. Export as .glm (Again, make sure the .gla box on the Export screen is blank as Blender will try to apply an animation .gla to the weapon otherwise which causes errors.)

    ZanderNao likes this
  7. Oh... Force Arena...

     

    Governor Price? Tarkin? Thrawn? Krennic? Yogar Lyste?

    Yes, my priority choices are to do all the Imperial characters. In fact, it might be worth tagging @@Jeff @@dark_apprentice and @@Seven to let them know, to avoid any duplication of efforts.

     

    As for Kallus, this is what I have now with the weapon variants:

     

    ConceptKallus2.jpg

     

    I just need to figure out how to create the energy blade effects for the bo rifle and then he'll be set for release (pending sounds).

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