Thanks @@Cerez , glad you enjoyed it. Out of curiosity does anyone have any recommendations for a good reliable web-host with a n00b-friendly sitebuilding interface? Seriously want to jump ship on the current host site for this comic since I'm getting nothing but problems from Webs.com these days.
VOLUME THREE - ISSUE FIVE - DEN OF VICE, PT. 1 is now ready to view! However, the Tales From The Clone Wars site is currently having a lot of issues (I really need to get a new site provider, it's shocking) so I've uploaded the issue to an Imgur gallery for easy viewing. Feedback and constructive criticism always welcomed.
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.
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.
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.)
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:
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).
Nice, just a few weeks ago I was wondering how feasible it would be to make a Givin. Keep up the good work @Luckxys , I'm always a fan bringing new species to JKA.
The solution is in the error message - it says there are unweighted vertices, so you need to find where these are and apply weights to them otherwise it will not export.
To resolve the seam error, I usually do 'Seams From Islands', which will mark the relevant seams in red in Wireframe mode, then select these individual edges and split only those ones. However, to echo what others have said, it looks implausible to get this particular mesh to work in JKA anyway. Decimating that down to a feasible vert number is just going to leave you with a collection of fragmented pieces not even resembling the original mesh (or any other).