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Everything posted by Kualan
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Cool, welcome to the Hub.
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Who's up for a mini-contest-but-not-really-thing? If anyone has a fan-created Jedi design they would like to be used in a future issue of the comic, please feel free to list them here. Upcoming issues of the comic have several roles that I want to fill with original Jedi, and I thought it would be a good opportunity to source some fan-made designs and try to recreate them in JKA. I've done this in past volumes for various characters (Jedi, clones, even the occasional droid) and people seem to like seeing their ideas realised in the comic. They can be your own creations or something you've seen around the Internet, I'm just looking for inspired designs to make into 3D models.
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- 7 comments
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- NPC Support
- Jedi
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I extract them directly from the assets. You want the SWG Mandalorian armour? May I ask why - they just look like the ones already made for JKA? i.e. recoloured Boba Fetts.
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I'd recommend this to anyone looking to try their hand at a first skin - a simple, straightforward request that is easy to accomplish.
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Blender hilt export error? - Traceback script error
Kualan replied to Hashira's topic in Modding Assistance
Posting here rather than replying to the PM so others can see the resolution: Ok I looked at the .blend file you sent me. Your model isn't named in the correct format. Under the Object tab (the orange cube) in the right-hand side, 'saber_w' needs to become 'saber_w_0'. All .glm surfaces in Blender need to end in _0 for export. And then, under the Object Data tab (upside down triangle) you need to name it saber_w_0 again instead of r2b_1 or whatever it's called at the moment. I also added the .jpg extension to the file location in the surface's Ghoul2 Properties box. That fixes the Traceback issues when exporting to .glm in Blender - however the model you're trying to export has a separate issue which will still prevent it from exporting. It talks about Edges needed to be split at UV seams so you will need to track down which parts of the model are causing this issue and use Edge Split to resolve it. It should then export perfectly. (Don't just use Edge Split on the whole model as this will balloon the vert count) -
- 7 comments
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Blender hilt export error? - Traceback script error
Kualan replied to Hashira's topic in Modding Assistance
Upload the .blend file to Dropbox and post a link? I could take a look for you. -
Blender hilt export error? - Traceback script error
Kualan replied to Hashira's topic in Modding Assistance
You can export a saber as a .glm, you just get Traceback errors unless you do the following: 1. Make sure you're not trying to export in Edit Mode. 2. When you click 'Export as GLM' and it takes you to the window to choose where to save your .glm, look down the left hand side. There will be a box named '.gla override' or 'skeleton path' or something similar. It will be filled with (by default) 'models/players/_humanoid/_humanoid. Delete this and leave the box blank before clicking Export. -
- 16 comments
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- JKHub Exclusive
- Star Wars Related
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At the moment they're just weighed to the upper_lumbar bone so they move in line with the torso (I've changed the angle of the arms somewhat since that last picture so it looks a little more natural). I tried them with their original weights - including the humerus bones- and they just freaked out. However I didn't think to try them with 100% humerus weights. I may give it a go and see the results. Thanks for the tip Jeff.
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At some point, yeah. Not 100% happy with his weights at the moment.
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Welcome (back!) to the JKA galaxy. Good luck with your project.
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A progress pic on Oppo Rancisis: I've given his snake-tail a brand new texture which I'm pretty happy with (and removed the more ornamental parts of the tail completely), and tightened up some of the head/hair meshes to avoid gaps during animations. Weights in the beard and hands have also been overhaul to allow for a smoother transition during animations, and lastly added a 'battle' variant where Master Rancisis sheds his outer robes to expose his two lower arms during combat. The secondary arms are not rigged as duplicates to the main arms as this causes too many issues, but have been positioned and rigged in such a way that they should work best with the 'dual wielding' animations - clipping with several of the single saber and practically all of the staff-saber animations is unavoidable. I decided to optimise the arms for the dual animations as that style seems to cater more towards the character's fighting style in canon as seen HERE . Thoughts / critiques / feedback on how to improvement is always welcome.
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- 7 comments
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Yeah, when I first read the headline I assumed they meant all the old stuff was being restored from archives or something - but a totally blank slate? I don't quite understand, couldn't they just incorporate the elements they like into the main ModDB site if that's the case? Ah well, won't look a gift horse in the mouth too much! EDIT: Wait, it does appear that some files at least have been restored? I'm going through them now, I don't know how much has been recovered though.
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The Force Awakens Conversion Mod for SP
Kualan replied to GPChannel's topic in WIPs, Teasers & Releases
Sweet, sounds good. -
The Force Awakens Conversion Mod for SP
Kualan replied to GPChannel's topic in WIPs, Teasers & Releases
You'll need to get his permission first, as per the stipulation on the file page. -
What I hope to be a much better result than my initial version of this character (you can compare the old one HERE ) : At the moment he's designed mainly with the Tales From The Clone Wars comic in mind, but I would be interested in trying to find a way to convincingly animate him for in-game use.
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- 17 comments
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- Star Wars Related
- Staff
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Captain Jack Sparrow Model Request
Kualan replied to KyleKatarn1995's topic in Mod Requests & Suggestions
No offence, each to their own preferences etc, but I just don't really see the appeal of putting non-SW models into a game like JKA? -
I can save you the trouble and point you to look up Jeff's thread in the WIPs subforum - this model is already there.
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Captain Jack Sparrow Model Request
Kualan replied to KyleKatarn1995's topic in Mod Requests & Suggestions
Kitbash =/= port, though. -
Hot diggity.