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Posts posted by Kualan
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The finale to Volume Four - Echoes Of The Past Part Three - is now uploaded to http://www.talesfromtheclonewars.net !
Cerez likes this -
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just add that small metal dome/cap over his hears - you'd literally just have to put a cylinder through his head and texture it
to cover up his ears with those metal caps seen below
Aye, that's what I've been toying with so far. Because of the way I've reshaped the skull, however, the ears are a little colossal. I think I'll take it back to scratch and begin reshaping the head again to accommodate this. I foresee a future filled with me agonising over the smallest of nudges and tweaks for this guy...
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The OP raises some great questions, and this thread is a really interesting one to follow. Personally I think we will see a surge of players during the Episode 7 launch regardless - but there's no sense catering to the Multiplayer TDM 'COD'-style player with a 12 year old game, since Battlefront will swallow up that playerbase whole. Focusing on the unique aspects that JKA offers and expanding them is best, I suspect - saber combat (still unmatched by any game since, IMO), good SP content and customisation.
I just wish I had more to contribute, right now our foremost modders are debating how best to reshape the future of the modding community:
And then there's me sat with my kitbashes:
therfiles and JAWSFreelao like this -
The version of the model before all the extra robes were added loaded fine in MP.. so something happened during modification
Remove all iterations of this model from your JKA directory (including those in .pk3s and extracted to the models folder) then add back only this final draft version. Then see what happens.
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I would recommend holding back from release until you have resolved those two rather important issues.
dark_apprentice likes this -
I really would have waited until someone with some proper shader knowledge could have a look at it. It looks great in Modview, but there's patches and two-sided meshes, etc on the in-game version that need to be removed.
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Too late. I will update with the others once it's been approved (since you only told me now after I uploaded it!) lol
PM @@Barricade24 with the details - the model won't get approved without the correct credits anyway.
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Don't forget to make sure your credits are correct. It's not always clear since many of them are heavily retextured, so for convenience here are the modellers whose work I used/retextured in the parts I did:
DT85 - torso and legs
Hapslash - cape and boots
Almighty_gir - arms
TOR Team - mask
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I'll let someone who knows what they're doing with shaders sort it out - I am not very good at them.
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Oops, looks like I forgot to add a shader for that hood...
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Had never used Blender before, and learned everything I need to know about Frankensteining from this thread:
http://jkhub.org/topic/4905-frankensteining-with-blender/ -
Long overdue, but a preview for the finale to Volume Four - coming soon:
Cerez, Bek and JAWSFreelao like this -
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Ok, well i found where might be the problem, there are few parts in the head_0, that are perhaps from Rax's head or from Luke's i am not sure, but when i rename them to end with _0 instead of .001 they automatically rename the same parts below them. So i tried to rename them with 4 like "head_back_4 but after that the message in ModView is the same, with the number 73 now
Yeah, never rename them to something that has the same name - all you've done is probably force a whole bunch of other surfaces that were connected to that first one to rename themselves as a result.
Always name them something -different-. Now you have to either go through everything and change it all back - or start the frankenstein again from scratch. If you have the file still open you might be able to sort it out with CTRL+Z
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Model has 83 surfaces, but only 90 of them are connected upthrough the heirarchy, the rest will never be recursed into.This model needs rebuilding, guys...
Some of the surfaces in the hierarchy just need cleaning up. Probably named incorrectly in Blender.
When you have the .glm open in Blender, look in the properties section on the right hand side for each part of the model - specifically the 'Object' and 'Object Data' tabs. For example, selecting the head surface will display "head_0" under the Object tab.
What you need to do is find any surfaces that have ".001" at the end of them - for example "head_0.001". These occur when you import parts from another model that share the same name as parts of the original model you're editing. In order to have two parts with the same name, Blender automatically adds ".001" to the end of one of them.
You can fix this by renaming the affected model part to something else. e.g. if you have a "torso_0" mesh and a "torso_0.001" mesh, just rename the latter to "torso2_0". You will need to update the .skin file with any name changes you make.
Also - make sure you rename the surface in BOTH the Object AND Object Data tabs, or you will still have the same error.
With 83 surfaces and 90 connected up, it looks like you have 7 of these ".001" surfaces somewhere in your .glm
JAWSFreelao likes this -
With Inquisitor looks like the Mortis Son. JS.
This is what I was thinking of releasing it as if I can't work out the ears thing. Either that or just release it as a 'Inquisitor (Bonus Ears)' model
Daedra and JAWSFreelao like this -
I do check my messages, fear not. I just don't reply when I'm checking them at work - the boss doesn't tend to understand the need for Kylo Ren models when there's work to be done
Typical Trekkie...
dark_apprentice, Daedra and JAWSFreelao like this -
But as for me the "Before" hood looked better.
I've kept it as a surface on the model itself, it is just switched *off in the skin file by default. When the model is released it would be a simple matter of switching the hood surfaces in the .skin file to get the hood of one's choosing.
dark_apprentice and DarthStiv like this -
Decided to alter the mask as well, using an entirely different mesh and texture quickly thrown together in Photoshop. Combined the final draft with @@dark_apprentice 's belt and arm textures and we have the following:
DarthStiv, dark_apprentice, Mand'alor and 4 others like this -
I have also made him the belt part
I've changed the hood to a different one again, then reshaped it slightly in Blender. If you want to send me your modified textures I can put it all together and see what the final result looks like?
dark_apprentice likes this -
dark_apprentice likes this
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@@Kualan - it needs a reskin - badly
Absolutely. Just a placeholder for the time being.
@zeƒilus Regarding the Inquisitor, here is what I came up with by using the Malgus head, reshaping it to fit the Pa'aun skull type:
It still needs some more texture work on the face, but the real kicker is the ears. The Inquisitor doesn't have them, and I can't seem to reshape or remove them from the model without causing Blender to have a freakout.
In other news, here's some work I've done for @ :
dark_apprentice, Śăļvõö, z3filus and 1 other like this
Kualan's Kitbash Workshop
in WIPs, Teasers & Releases
Posted
Eeeeeesh, that's a tricky one. I might be able to put something together. Maybe. We'll see.