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Everything posted by Kualan
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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.
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Yeah, I think that just uses the head though - isn't the rest from main JKA assets?
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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.
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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.
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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.
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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).
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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.
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Uploaded a new issue of Tales From The Clone Wars: http://talesfromtheclonewars.net/
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Preview for Issue Three of Volume Five:
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Nice, the eerie atmosphere looks perfect for a SP mission.
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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
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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.
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Thanks! Very helpful.
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I know of the 1000 vertex-per-surface limit, but what is the overall vertices limit for a model to run in SP? I have the same issue with Dengar.
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Apologies for the delay in Issue Three - it has gone through numerous rewrites as I've gone back and changed elements of Volume 5's overbranching story. It seems just about back on track now though, and I should have something to show for the new issue by the end of the week.
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Personally I think @@Vade Parvis 's reworked mesh looks pretty good in regards to facial structure. The nose, sunken cheeks, etc all seem particularly Cushing-esque. The only major thing that needs to be changed is the hair could do with being reshaped. In fact Vade, if you like I'd be happy to try my hand at it.
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Update on Dengar - having a bit of trouble getting him to run in-game but I think I know what to do to get it sorted so it shouldn't be long before I can make him available. Now, I've just moved into a new house and I won't have proper Internet installed until the 1st July so I'm going to have more free time between now and then to just sit around and work on my modding so I'm happy to start hearing requests again. I can't promise I will fulfill every request, since working in Blender can be quite dull and arduous so I tend to only take up characters I find interesting but please feel free to sound off any ideas and I'll take a look at them. My only caveat is that they be Star Wars characters.
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Doesn't work for me, Jeff. Just takes me to my own Dropbox folder.
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Nice new pack. @@Jeff . I see what you mean about Valkorian - he's great for such a complex model and totally functional but there's definitely some issues (most noticeably with the eyes, they seem a little wonky). I do like how you've put together the TPM Queen Amidala though.
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At a guess I would assume this has something to do with the NPC limits the game has? Weequay and Z95 are both towards the bottom of the list, alphabetically, so maybe they get 'cut off' if adding a new model pushes the game past its limit of manageable NPC/vehicles?
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If it works, it's far less time-consuming. Splitting the parts is still a viable second option, but you have to do so in a logical way and not just split something in half or into quarters, etc, as splitting it into different surfaces has an effect on how lighting/shader effects will render in-game.
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The Force Awakens Conversion Mod for SP
Kualan replied to GPChannel's topic in WIPs, Teasers & Releases
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Sure, I can leave them in there as hidden surfaces. I believe so - apparently some of the JKG weapons don't work in-game so I haven't tried it out properly yet.
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That's a good way of cleaning up the junk vertices that I never thought of before. I tend to go into Face Select mode, select everything, then press H to hide it. This will make everything temporarily disappear apart from the junk vertices. Then I just pop back to Vertex Select, select all, and delete before pressing Alt+H to make the UV-mapped mesh re-appear. Your way seems more like the 'proper' way to do it though, so thanks for pointing it out. I'll give it a go next time. Alternately @@dark_apprentice , you can try using the Decimate modifier to reduce a high-poly mesh's vertex count: 1. Select the mesh you wish to reduce in Object Mode. 2. Click the 'Modifier' tab (the wrench icon) in the right-hand side menu. 3. Click add modifier -> Decimate. 4. Typically I set the ratio bar to 0.12 but you will need to tinker with this to get the right results. 5. Click apply and it should reduce the overall vertex count of the mesh. Now, results can vary with this method - sometimes it will morph the actual shape of the mesh too much and that's something you don't want. But sometimes it works beautifully (it's how I got the Battlefront 3 Dengar head to work as a single mesh, with no loss of quality) so give it a try some time. I've yet to try it with a TFU source asset.
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Are you weight-painting manually? For a head there are only two main bones to worry about (cervical and cranium) and there's a straightforward method to weighing it to these bones in Blender in a way that ensures no vertices are missed out. Just do as follows: - Enter 'Edit Mode'. - Select all vertices/faces along the bottom half of the neck. - Along the right-hand side menu, go to the Object Data tab, and then open the Vertex Groups drop-down window. - Click the '+' sign to add a new Vertex Group. Double-click it and rename to 'cervical' (no quotation marks). - Making sure the vertices/faces for the bottom half of the neck are still selected in Edit Mode, make sure the Weight bar is set to 1.000 and then click 'Assign'. - Click the '+' sign again to create another Vertext Group. Name this one 'cranium'. - On your model, click CTRL+I. This should make an inverse selection of your previously selected vertices/faces (in other words, every vertex that hasn't been weighed yet). - With this new selection, click 'Assign' to weigh them all to the 'cranium' bone. - Voila. ^ That's just a basic set-up for a quick-fix kitbash. Depending on the individual model's needs you may need to tweak the weighing manually somewhat (or in some cases, such as an alien with tentacles or a human with long hair) you may even need to introduce other bones like 'thoracic' (torso) that needs part of the head mesh weighed to it. But at the very least, the above steps will ensure every vertex/face on that mesh will be weighed to -something- and will avoid the 'no weight found for ___ vertices' error when exporting.