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Kualan

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Everything posted by Kualan

  1. Had to scratch the itch since that last post, so here we go:
  2. If you're genuinely interested, this is the mod in question: http://www.moddb.com/mods/the-game-of-thrones-adaptation-mod-for-skyrim Not going to lie though, seeing Rogue One has kind of re-ignited my Star Wars enthusiasm at the moment so I may be able to fit a kitbash or two in before returning to Skyrim.
  3. I just checked - I was thinking of the one by DarthStiv on ModDB, but it doesn't have Lieutenant Grenn in with his TSF uniform, just as a head variant for the 'elder male' Jedi. http://www.moddb.com/games/star-wars-jedi-academy/addons/kotorpack
  4. I think he's in the expanded KOTOR pack that's floating around the 'net (not the one that gets shared most often).
  5. I don't have much free time these days, as I've started a new job and what little free time I have I tend to spend on my upcoming Skyrim mod.
  6. I watched the opening scene before I had to rush off - I like the opening camera work (slightly steadier would have made it perfect, but I don't think it's possible to do anything other than free-roam with the mouse in JKA anyway so not a big deal). My one complaint from the opening scene is that the lighting needs to be better. I can barely see the characters! Also - have you considered uploading to YouTube for higher resolution?
  7. Wow, really REALLY nice work there Jeff. Great stuff.
  8. Those aren't links, heh. Try creating an account on https://www.dropbox.com/ and uploading the files there, then you can post the link here.
  9. It might be possible to optimise the models. Is there a link to them? I can have a look - not making any promises though.
  10. Very nice. Psyk0 always delivers.
  11. Which error? The Ghoul2 one? Have you tried running the game with OpenJK?
  12. I wouldn't recommend merging hands/arms together, but to merge two meshes you select them with SHIFT+click and then press CTRL+J. If memory serves, whatever is the last mesh you selected will be the one whose name/details the merged object adopts.
  13. Pity, couldn't think of a good enough idea in time. Looking forward to going through folks' submissions though!
  14. Aye, slightly delayed, partly due to some rewrites and partly due to RL swallowing up my time. It's on its way though!
  15. I really like the map as I said before, but I also think the machinima video is a very faithful recreation of the scene from the TV series produced with the JKA engine. Great work!
  16. Can't think of anything suitably "Star Warsy" and "Halloweeny" to make for this contest...

    1. Show previous comments  4 more
    2. TheWhitePhoenix

      TheWhitePhoenix

      Death Troopers (Zombie Storm Troopers)?

    3. Seven

      Seven

      Mix halloween with rogue one and get some death troopers. That'd be cool

    4. Cerez
  17. But...why? That would literally just make it like @@Jeff 's : https://jkhub.org/files/file/1746-bultar-swan/
  18. What's the difference between that and @@Jeff 's version?
  19. Very nice. I think taking some artistic license with the design is a good move - being able to incorporate more Gamorrean and Kowakian features into the final product makes them more consistent with how they're described over how they actually looked.
  20. Kualan

    Burnin Konn

    Very cool-looking map, well done!
  21. Cool - are there any models/characters you need that don't currently exist for JKA?
  22. Looking good, but a quick tip for SWTOR models I've found useful: When using the face textures, combine then with the normal map (the same texture ending in _n , usually appears all blue) so produce a more JKA-friendly version of the final result. What I usually do is: 1. Open the original face texture in Photoshop. 2. Open the normal map version. 3. On the normal map, go to Channels and disable everything except the Green channel. 4. With just the green channel visible, select all then copy and paste over to the main face texture. 5. Change the blend mode (feel free to experiment, I usually go for Soft Light) and set the opacity to somewhere in the 50-60% region. 6. Now go back to the normal map texture and repeat the process with the Blue channel. 7. Again, experiment with different blend modes but I usually go with Multiply and a 25%-35% opacity. With SWTOR human faces in particular, you can also experiment further by applying additional textures from the Complexions section of player texture and also applying them to the main face texture through the use of blend modes and opacity settings. The results help to combat the cartoonish look of the TOR models considerably, and reduced the washed out appearance of their textures in things like Modview. Just my two cents.
  23. Link just takes me to my own home file page I have most of your stuff downloaded already anyway of course but what's the new stuff?
  24. Sorry to hear that man, but I totally sympathise. ModDB admins seem very lax when it comes to responding to reports as well - having made several myself in the past. EDIT: Turns out ModDB doesn't even flag a file as reported until several people have done so. Perhaps it's time to name and shame some content thieves so we they can reported and pulled from the site?
  25. Don't know how I missed this, but this looks great! Hope you're still working on it.
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