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Kualan

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Everything posted by Kualan

  1. 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.
  2. 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
  3. To many, it was the day Star Wars was ruined forever, tarnished beyond repair, but for me...
  4. 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.
  5. As DT says, I've only experienced this very occasionally with bad GLMs. Have you tried it opening a vanilla model? Running as administrator?
  6. All I can say to that is:
  7. _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.
  8. 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/
  9. The niennunb_pilot model seems to have a hierarchy error.
  10. 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".
  11. Preview of the cover for the next issue, coming soon:
  12. 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.
  13. 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.
  14. The Saul Karath dialogue splicing is very well-done.
  15. Nice!
  16. I think I know what's causing the blade issue. PM me and I'll take a look.
  17. I think the female Mandalorian WIP pack was one of the losses in my PC crash last year. If it isn't in the megapack on the front page then it was lost then. The Bothan general's body comes from the Rebel customization pack available here on the Hub, IIRC.
  18. Probably won't bother with the Abednedo, but I'm planning to go back to revisit the more human releases (the Imperial Pack, Depa Billaba, Luminara, etc) and rig them for facial expressions/lip syncing at some point. Yeah they've turned up everywhere since TFA. In addition to a couple of variations of Abednedo, I've finished giving the model a more hump-backed appearance as per canon, and created a Gotal Jedi to accompany him. My next stop is to take the Pablo Jill model and try to remodel the body so that it matches his anatomy more accurately. From the Clone Wars TV show, we can see that Ongree have a hunchback and legs that bend out differently:
  19. Nice, what's the source on that? It needs to be scaled up considerably though.
  20. I know someone was working on a custom Kazdan Paratus with its own animations for an old TFU mod but it was never released.
  21. Oh for sure, but that's more to do with problems in JKA's story as a whole. The writing was never up to the same scratch as KOTOR. Ironically, other than Kyle and Luke (and both of them rely on the player's outside knowledge of them as characters) the only person who gets any real development across JKA's storyline is Rosh, the guy everyone hates.
  22. Interesting - what is the source of this model? I try to avoid describing myself as a modeller until I've made something entirely from scratch. I might be able to look into rigging the above linked model if a) It isn't too low-res and b) I know the source so I can find out if there are any permission issues.
  23. Yeah, I don't see having an all-female villain team as a bad thing in the game, nor some kind of subtext. It was quite refreshing in fact since the movies/other games always had all-male pairings. Palpatine-Vader, Sidious-Dooku, Revan-Malak, etc.
  24. With the vanilla animations, yes that's what I've learned from my WIP for Oppo Rancisis. But he's easier to get away with because he (as per canon) keeps his second arms tucked away most of the time. For Pong Krell custom animations would really be the only way to go to get a good-looking result. I mean, with a well-made model and some creative weight-painting you could probably get a decent result with the arms hanging down the sides, but custom animations are the only way to make it authentic.
  25. I'm happy to help with kitbashing a few NPCs for you if you need them. Just PM a list and description of what you need and I'll see what I can do.
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