Jump to content

Kualan

Members
  • Posts

    1,267
  • Joined

  • Last visited

Everything posted by Kualan

  1. We need more information, like a console error screenshot.
  2. Isn't there already a reskin of @@Cerez 's model somewhere on the forum? I'm sure I've seen it.
  3. I recently did an overhaul of a lot of Jedi models for my comic (mainly adding accessories like sabers-on-belts, comlinks on the wrist, etc) but it gave me an opportunity to revisit and tweak some long-standing WIPs, as well as update some old releases. For example, Plo Koon has been given a higher-resolution head texture as well as some model adjustments to his robes (he has a longer tunic design than most Jedi): I've also made progress on the rigging/weighing of Shaak Ti and Jedi Doctor Rig Nema, so they will probably be on the cards for release soon too: And lastly something for the casual clone fans. Will probably be part of some future follow-up pack of clones:
  4. A preview of the next issue:
  5. http://starwars.wikia.com/wiki/Sentinel_(The_Contingency)
  6. Top-quality stuff, as always.
  7. Have you considered moving into doing a fully fledged comic?
  8. Some models aren't actually from/rigged for JKA. The various Hutt models come from a range of sources - Star Wars Galaxies, Kinect, the old Battlefront, KOTOR, etc. I just use the same green-screen methods to put them in the comic as I do any JKA model.
  9. Some tips to help you gather more interest: - Give more detail. What is the story going to be about? You don't have to give specifics, of course, but more detail than you currently have. What era is it set in? What sort of tone are you going for? Are these funny comic strips? Are they about a band of Rebels, or a Jedi Knight, or some ancient Sith etc. The best motivation is to get potential partners excited about the project, so give them something to whet their appetite. - What tools are you wanting them to use? Don't wait until someone has volunteered, spell it out here and now. This will let people know if they are tools they're already familiar with or if they'll have to learn them - which gives them realistic expectations in joining the project. - Clearly define what you will be contributing to the project and what you want from your prospective partners. Are you the story guy, and they the technical wizard who puts it on screen? Are you looking for a collaborative writing team who shares responsibility for every step of the process? Lay out exactly what you're looking for so you avoid any awkward moments later down the line.
  10. The names need to be changed in three places: 1. The name box in the Object tab 2. The G2 properties box further down in the Object tab (nb: The name entered here must be exactly as it will appear in the .skin file) 3. The name box in the Object Data tab. 1 + 3 should match exactly, and avoid capital letters. It can lead to issues with Modview.
  11. I guess that last post gave me an itch:
  12. Some of the "drama" can suck the fun out of a community, but ultimately I try not to let a bunch of people who live in my computer dictate what I do when it comes to modding. That said, I am currently taking a break from the Skyrim Creation Kit (far too much time spent staring at that screen) so I might do a little JKA project or two. Will go with the flow.
  13. I'm not actively working on any JKA projects at the moment as I've been working on my Skyrim mod - I don't really want to combine the two
  14. To many, it was the day Star Wars was ruined forever, tarnished beyond repair, but for me...
  15. Yeah, it would be very difficult to get a good representation of Scarif in JKA. Other big maps like Hoth or Geonosis have the benefit of being able to use mountains/other impassable terrain to help block off the horizon and cover the transition from map-to-skybox. Scarif however is surrounded by nothing but open water so you'd just end up wading out to sea and hitting the skybox in short order.
  16. As DT says, I've only experienced this very occasionally with bad GLMs. Have you tried it opening a vanilla model? Running as administrator?
  17. All I can say to that is:
  18. _humanoid doesn't go in the characters folder. The file directory must match what is in the assets pk3 So it should go Base -> models -> players -> _humanoid With all individual character folders in 'players' too. As for adding sabers, guns, extract the 'weapons' folder into Base - > models as well, then in Modview open the tags list on the left hand side, right-click the r_hand tag and click 'Bolt to object' and then select one of the weapon models. Mounts work the same way, except you load the mount first then right-click the driver tag, and 'bolt' a player model to it. Then just select the relevant animation to make it seem like the character is riding the mount.
  19. I use Modview (available for download here on the Hub) to post the characters how I like them then use 'greenscreen' techniques to move them over the scene in Photoshop.as @@Cerez said. I keep meaning to make a full tutorial for it one day, but for now you can see a brief overview of the process in my Hub interview here: https://jkhub.org/topic/7215-interview-with-kualan/
  20. The niennunb_pilot model seems to have a hierarchy error.
  21. Content (regardless of your opinion of its quality) is being produced a lot faster and in larger quantities these days, so having larger WIP threads actually leads to better organisation in my opinion as it minimises the cheap-and-quick projects from overwhelming the singular, more in depth projects that are worthy of their own threads. The alternative is you'll have people filling up the subforum with countless topics making it a lot more spammy. Just as there are folks railing against larger diary-style threads, there'll be people railing against "too much spam in the WIP forum" should we get rid of them completely. The best compromise is to instill a little more organisation on the threads that already exist. Guidelines on things like an updated front page with links and what-not (as I have on my thread: https://jkhub.org/topic/4930-kualans-kitbash-workshop/)is all it needs to resolve the primary objection which seems to be "it's too hard to find stuff".
  22. Preview of the cover for the next issue, coming soon:
  23. I thought I PM'd you this, sorry. It was a really straightforward fix. In the two Jedi .skin files, you need to change l_hand,*off and r_hand,*off to l_hand,off and r_hand,off respectively. No idea why, but it seems many skins that have those surfaces turned off (because, for example, they're using something different like l_glovehand or whatever) the lightsabers can be invisible if they use the traditional *off format. That's why the default and default_hood .skin files don't have the same bug, because they use the l_hand and r_hand surfaces instead of switching them like they are in the Jedi .skin files.
  24. Good to see you in this sub-forum! I like that you bring so many of the more obscure Star Wars species to the game. I'll be following this thread with keen interest.
×
×
  • Create New...