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Kualan

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Everything posted by Kualan

  1. That's a very big disparity in vertices - are you sure you correctly split the edges along the seams for the 3,717 vert mesh? That figure seems more like one that comes from splitting all the edges.
  2. No, you don't need to go into the UV Image Editor. You can do all this in the main window by using the Space key to produce a dropdown menu that lets you type-and-click commands like Seams From Islands or Select Similar. I'll try again, covering every keystroke: 1. In the main window, open Edit Mode. Press A to select all. 2. Press space and type in 'seams' - an option for 'Seams From Island' will appear in the menu. Click it. 3. All relevant edges will become red. Make sure you have Edge Select on only and right-click on one of the red edges. 4. Press Space. Type 'similar' and then click Select Similar. 5. In the next menu that appears, click 'Seam'. This will select all the red highlighted edges. 6. With them all selected, press Space. Type 'edge'. Click 'Edge Split'. 7. Check that the vertex count is still below 1000 for the surface and then export.
  3. Try this instead: 1. Open Edit Mode. 2. Select all faces/vertices/edges. 3. Select 'Seams From Islands'. 4. Several of the edges will turn red. 5. Go to Edge Select. Select one of the red edges. 6. Use Select Similar and select all edges with similar seam. This will select all the edges marked red. 7. In Edit Mode, use 'Edge Split' - don't uncheck edge angle.
  4. There are two skins for it, yes. /model ventressk/helmet or /model ventressk/helmet2 will turn you into the Ventress with the mask down. /model ventressk/helmetup or /model ventressk/helmetup2 will turn you into Ventress with the mask up. That is for MP only though. In the NPC file I think I only included the mask-down version, but you could easily edit the NPC file in wordpad and change it to the one of your choice.
  5. Final WIP of the weekend, once again continuing with the bounty hunter theme: Once again, this model is based on a character's appearance in the Clone Wars TV series. The young Boba Fett pack has a larger head than a normal human model because the intention would be for an NPC to be scaled down slightly, and therefore the larger header gives the right proportion for an adolescent body when compared to a full-scale adult. This may mean he's of limited use in an MP setting though, as like the Yoda model, he will be forced to be at his 100% scale bobble-headed form in multiplayer.
  6. Posed it in Blender directly. Using Face Select + Wireframe View. The edges that are marked in light blue/turquoise denote where the mesh can be cleanly separated (without dragging faces with it when you move them, for example), so simply selecting faces via this method then allows you to use the Translate/Rotate tools to pose it as needed according to the JKA skeleton_root.
  7. 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.
  8. Are you sure I can't....convince you?
  9. Also working on a Dark Disciple-style update to Ventress:
  10. Kualan

    IG-88

    Yes Dengar is on his way too, he's just waiting for a soundpack. Check out my thread in the WIP forum for more screenshots of him.
  11. Kualan

    Bossk

    Download issues seem to be resolved now - enjoy, folks.
  12. 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.
  13. Send me what you have and I'll take a look if you like.
  14. 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.
  15. Version 1.0

    4,549 downloads

    This is a player model (with NPC support) of the Sith acolyte Asajj Ventress as based on her outfits during the later seasons of the Clone Wars TV show. To install the model, simply extract the zzzzzVentressPack 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 Ventress' - Ventress in her main bounty hunter outfit. 'npc spawn VentressMask' - Ventress in an alternate oufit and wearing her battle helmet. 'npc spawn VentressDisguise' - Ventress in a cloaked-and-masked outfit. An enemy NPC can be spawned with the following console commands: 'npc spawn VentressEnemy' - Ventress in her main bounty hunter outfit. 'npc spawn VentressMaskEnemy' - Ventress in an alternate oufit and wearing her battle helmet. 'npc spawn VentressDisguiseEnemy' - Ventress in a cloaked-and-masked outfit.
  16. Kualan

    IG-88

    Version 1.0

    1,299 downloads

    This is a player model (with NPC support) of the bounty hunter IG-88. To install the model, simply extract the zzzzzIG88K PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an allied NPC can be spawned with the console command 'npc spawn IG88'. An enemy NPC can be spawned with the console command 'npc spawn IG88Enemy'.
  17. Kualan

    Bossk

    Version 1.0

    969 downloads

    This is a player model (with NPC support) of the bounty hunter Bossk. To install the model, simply extract the zzzzzBossk PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an allied NPC can be spawned with the console command 'npc spawn Bossk'. An enemy NPC can be spawned with the console command 'npc spawn BosskEnemy'.
  18. A very nice reskin of the new clone model, courtesy of Barricade24. Sets the standard for all clone reskins that follow it.
  19. Which problems did you run into? I might be able to help. I think you're right, judging by the sheer accuracy they've managed to capture in many of their weapons/assets. 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.
  20. 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
  21. 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:
  22. I definitely want the 'dirt nap' line in there. 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:
  23. Are you asking for updated realistic-style models or ones in the TCW animated style?
  24. 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.
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