Jump to content

Kualan

Members
  • Posts

    1,267
  • Joined

  • Last visited

Everything posted by Kualan

  1. Upload the .blend file to Dropbox and post a link? I could take a look for you.
  2. 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.
  3. Looks and sounds awesome, downloading now and will test it out later!
  4. 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.
  5. A fair effort for a first skin. Looking forward to see you develop as a modder.
  6. At some point, yeah. Not 100% happy with his weights at the moment.
  7. Kualan

    Hi All

    Welcome (back!) to the JKA galaxy. Good luck with your project.
  8. 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.
  9. Writing the next issue of Tales From The Clone Wars and trying to make sure all the plot threads link up: http://www.reactiongifs.com/r/mth.gif

    1. Show previous comments  1 more
    2. Cerez

      Cerez

      I got to catch up on the series last night. Thoroughly enjoying it! <3

       

      (Will Ahsoka make a cameo somewhere? Or be pictured in a flashback? I would love that. ^_^)

    3. Kualan

      Kualan

      Ahsoka probably won't be appearing in the current volume (though I'm sure you caught the reference to her in the last issue!) however some ideas I've spitballed for a future volume include a possible role for her.

    4. Cerez

      Cerez

      *Does a fangirl squeal.* XD

  10. 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.
  11. You'll need to get his permission first, as per the stipulation on the file page.
  12. 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.
  13. Very nice, reminds me of the 'Lightsaber cane' from the old EU.
  14. 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?
  15. I can save you the trouble and point you to look up Jeff's thread in the WIPs subforum - this model is already there.
  16. Kitbash =/= port, though.
  17. Hot diggity.
  18. Cool, looking forward to seeing the results.
  19. Version 1.0

    1,928 downloads

    This is a player model (with NPC support) of the Jedi Barriss Offee, designed to partly resemble her appearance in the 'Clone Wars' TV show. To install the model, simply extract the zzzBarrissKualan PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console command 'npc spawn barriss'.
  20. Version 1.1

    1,434 downloads

    This is a player model (with NPC support) of the Jedi Master Luminara Unduli, designed to partly resemble her appearance in the 'Clone Wars' TV show. To install the model, simply extract the zzzLuminaraKualan PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console command 'npc spawn luminara'.
  21. Version 1.0

    1,109 downloads

    This is a player model (with NPC support) of the Jedi Master K'kruhk, a fan-favourite from the old Expanded Universe. To install the model, simply extract the zzzKkruhk PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an allied NPC can be spawned with the following console commands: npc spawn kkruhk npc spawn kkruhkhat npc spawn kkruhkunrobed
  22. I don't know anything about .roq files, but is it not possible to edit several together into a single .roq file and play that for the purposes of your 'playlist' idea?
×
×
  • Create New...