-
Posts
1,288 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by Kualan
-
-
Checkmate.
Circa likes this -
-
Also working on a Dark Disciple-style update to Ventress:
KyleKatarn1995, Omega, Daniel and 4 others like this -
Had the same issue with my Ventress model before it was released. @@Jeff , I'm not on my main PC so I can't check it myself but is one or both of the following the case for the affected model:
1. Are there more than one hand meshes present in the model, including surfaces that have been switched off in the .skin file? (e.g. r_handa, r_handb, etc).
2. If there is only one hand mesh present for each hand, ensure they are called r_hand and l_land in the Ghoul2 Properties / Object Data, and not something like r_sithhand or something like that.
When I originally set up Ventress, I called those surfaces r_handventress and l_handventress and all saber blades were invisible. After renaming them to the standard r_hand and l_hand it resolved itself.
TheWhitePhoenix and yeyo JK like this -
I use the transfer weight for the battlefront helmet it all seems good, exports but doesn't show up in modview. Don't really know what is going wrong.
Send me what you have and I'll take a look if you like.
-
It's a bounty hunter bonanza it seems today - I've just uploaded Bossk, IG-88 and the Ventress Bounty Hunter pack to the Hub, pending approval. The updated Embo is also in the approval queue from yesterday, and as soon as one of the kind folks in the soundpack thread has Dengar's taunts ready he'll be joining them too.
DarthStiv and swegmaster like this -
Your work here is getting really good! I really like the bossk. I have tried to port parts of the boba from battlefront into jka with no luck. I'd love a breakdown on the method at some point on a different thread.
Which problems did you run into? I might be able to help.
Battlefront models ported to JKA would be amazing, mainly because they are directly scanned from original Star Wars props (If I recall correctly)
I think you're right, judging by the sheer accuracy they've managed to capture in many of their weapons/assets.
Bossk 2.0 and Embo 3.0 are the closest approximation I've seen of the models from the television series, The Clone Wars. Keep that good work.
Glad you like them, the bounty hunters are all very nearly ready to go! And in keeping with the Clone Wars theme I knocked this up today:
I'm pretty pleased with how she turned out in the end, just need to do a little fine-tuning here and there.
TheWhitePhoenix, swegmaster, Maksman and 10 others like this -
Hi folks,
Don't often make a request in this forum but this is something I think would be neat to have as a duel-sized map - the Hutt Council Chamber on Nal Hutta:
The main reason I would like to see this locale realised in JKA would be as a machinima asset but in truth it seems the right scale and design to make into a decent Duel-mode map for the game.
Heck, if the right mapper was interested it could even span out into a full-scale Nal Hutta themed FFA!
I considered trying to make it myself as the small size of the map would make it suitable to a first-time mapper but unfortunately I can't find the time to learn mapping from scratch in between all my other modding committments. Hope one of you folks can help me out.
Regards,
Kualan
the_raven likes this -
I prefer shfitees trando over this, the SWTOR heads jsut don't go well with base JKA stuff
In the sense of the textures or the overall art 'style' of SWTOR? Because there's more work to be done on the former before he's ready to go.
Also submitted a new update to Embo that should be available shortly once it's gone through the approval process:
-
I highly advise his taunt be: "You're gonna take a dirt nap."
I love that line so much.
I definitely want the 'dirt nap' line in there.
Dengar looks great. Did you port the head from battlefront or just the texture? Love to see you do a new boba and bossk.
I don't think there's much more I could add to the Boba Fett models we have at the moment - they're pretty much perfect. However I looked into an upgraded Bossk and, well, this happened:
The head comes from SWTOR and has been reshaped/retextured to be more 'Bossk-y', and I made the arms on the vanilla model longer to appear more true to scale.
Also got onto a roll and ended up doing some tweaks to the IG-88 model by Hirman, Again, mostly just reshapes of the head and limbs, and replacing the ammo belt:
Daniel, McGroose, swegmaster and 1 other like this -
Are you asking for updated realistic-style models or ones in the TCW animated style?
-
So, masters of the character soundpacks, would anyone be so kind as to put together a Dengar sound pack for me so I can release my kitbash of him?
Found this if it helps.
-
Dengar looks great. Did you port the head from battlefront or just the texture? Love to see you do a new boba and bossk.
The head, eyes and hood are from Battlefront - the rest is kitbashed and re-textured from existing JKA models.
The good news about Dengar is that today I managed to resolve the issues of getting him to run in-game without OpenJK assistance. It is now possible to play as him in the vanilla game!
All I need to do now is some shader work and to rip some sounds from Battlefront and he'll be swinging his way to the Hub soon.
Mandalorian likes this -
what you mean? i swear i see Twi'lek (Battlefront).pk3 in Model Pack 4.zip that contain maybe ported twi'lek from hd battlefront
Yeah, I think that just uses the head though - isn't the rest from main JKA assets?
-
Hey Jeff do you have any interest in converting the Rebel soldiers from battlefront into JKA models? I am curious how the weighing process would work for a model of that size?
The short answer is it wouldn't - even if you could break the models down into enough surfaces to run in-game, you would most likely run into severe difficulties getting a fully-ported modern BF model to run in JKA.
I speak from experience in just using parts of those models, let alone the whole thing.
Jeff likes this -
It looks nice, but the head is way too big.
Think that's just perspective in the Blender window - he's not using orthographic view is all.
@@dark_apprentice where did you download that head from? I'd be interested to see if there were more such celebrities available.
-
Oh, I see the resemblance with Baelish now. Yes, they have something in common. I've just completed reading the issue, and see even more similarity of Sleen with Belfort. The way he talks – also is quite similar. So it's sort of a mix between two different characters with Star Wars approach. I like it.
As for Tarkin – I thought it could be him, but I didn't recognize him (the model is very nice though). It felt a bit strange, that in this issue Tarkin is somehow kinder and more positive about discussing the issues with the Jedi – it looked that way. It was the major reason, why I thought it was a different admiral and not Tarkin.
I also saw the new model of Mace Windu. The previous one did look too young, so I guess this shift towards a darker Episode III is for the better.
Aye, the difference in how Tarkin addresses the Jedi in this issue is entirely intentional. His hands are tied by the debate in the Senate, and this is why he needs the 'moral authority' (as he puts it) of the Jedi in order to act - looking towards his views on the Jedi and the Senate in the post-ROTS timeline, events like this could explain why he has such contempt for them. The events that Sleen is bringing to the fore are making unusual allies...how long that lasts though will remain to be seen.
-
The guy on the left reminds me of Jordan Belfort, the character based upon the real person, seen in the The Wolf of Wall Street, played by Leonardo DiCaprio.
The ned Admiral model also looks cool. I thought it was Tarkin, but he looks differently and older. Who is this guy?
It actually is Tarkin - a new character model I made for him.
I never noticed the similiarities between Senator Sleen and Leo DiCaprio before but you're right! I can't unsee it.
He's actually inspired by insipid characters like Lord Petyr Baelish from Game Of Thrones, so still has a fair bit in common with the unscrupulous Wolf Of Wall Street (though I've yet to watch the film).
Cerez likes this -
The full Issue Three of Volume Five - Crisis And Opportunities - is now uploaded to the Tales From The Clone Wars website - http://talesfromtheclonewars.net
Hope you enjoy.
zOrg, Cerez, TheWhitePhoenix and 2 others like this -
-
Nice, the eerie atmosphere looks perfect for a SP mission.
Noodle likes this -
Not had much luck with Darth Desolous so far, to be honest, but here's something I worked on last night (disclaimer: they look a little fatter than they are because of the root pose used for the snapshot):
And another:
The helmet base mesh is still the Royal Guard from TFU, whilst I've used the Battlefront Royal Guard's cloak for the main body covering. However the weighing needs a lot of fine-tuning to avoid various clipping/animation issues (as you can from the bottom of the leg).
Still lots of work to do on them both to ensure they work smoothly in-game. At the moment they only look fully comfortable when stood reasonably still
Bek, Penekowski, Langerd and 11 others like this -
i have a request, could you port the darth sion model from tfu, as its a hd recreation of a character from kotor 2? and maybe the clone trooper model as well, considering it was a 501st clone trooper model from fr's bf3, but without the blue markings?
I had a TFU ported clone trooper and I can tell you now @@AshuraDX 's blows it out of the water.
I'm all for kitbashes/ports for minor characters who aren't ever going to be worth the time to construct a new model from scratch (Bail Organa, random background Jedi, etc) but for mainstay characters like a clone trooper it's always best to have a bespoke model created specifically to work with this game.
dark_apprentice likes this -
https://jkhub.org/topic/7338-clone-trooper-phase-2-armor/page-8?do=findComment&comment=110210
going by what xycaleth said there the equation should be:
(number of surfaces +number of surfaces in bolted models) * 4 + (total number of vertices in an LOD + total number of vertices in an LOD for bolted models) * 20 <= transform space
Thanks! Very helpful.
Kualan's Kitbash Workshop
in WIPs, Teasers & Releases
Posted
Personally I didn't much like it - it started well but I didn't like the closing acts much.
Speaking of characters from Dark Disciple, however, I weighed my first ever model from scratch today:
C-21 Highsinger adds another to the roster of bounty hunters made recently. I just need to fine-tune the weighing on his hands/fingers and he'll be ready to go.