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Everything posted by Kualan
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- 7 comments
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- Star Wars Related
- Jedi
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Yeah, still need to get the helmet sorted a little, but I'll have this skin up at some point, OP:
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Indeed. The current version is closer to the source material.
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Wow, very nice. It's an interesting design - a sort of meeting between trilogies, part-Vader and part-Magna Guard.
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Just a quick kitbash today. Senator Mon Mothma, from the Rise of the Empire period: The head is sourced externally, much like with Bail Organa. Most of the body is from the vanilla assets - retextured from the female Jaden model. The skirt has been added from the Gweth model.
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Nope, I'm getting everything by pulling it from the assets myself.
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That's right, K'kruhk is also from SWG. I made a K'kruhk kitbash using the Whiphid from SWTOR as well - for comparison - but tbh in that case I much prefer the SWG one. I see you've posted on the Facepunch forums about the SWG Arcona
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It's made using the Arcona head from SWTOR - a straight-up port from a currently-active MMO, so I wasn't intending on uploading it. However there is an Arcona head in Galaxies too which I suppose I could use for a public release if there's enough interest. At the moment the model looks like this @ : The SWG head looks like this:
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Wow, well it looks like Mas Amedda is a clear leader. Interesting, as there's been significant improvements on the model since the last WIP shot...
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RL work is picking up again, so I'm starting to run short on JKA time once more - what are, say, the top three most-wanted WIPs from this thread? I'll try to get at least those ready for release in the near future.
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Yeah, I don't think Tarkin's ready for that makeover... I'll drop you a PM if I make any characters who could use some stylish hair though. And weighing hair is really easy with Blender - since hair is always weighed solely to the cranium bone. - Add 'cranium' to the vertex group of the hair mesh. - Enter Edit Mode and select all. - With 'cranium' highlighted in the vertex group menu, just hit 'Assign' underneath with a weight value of 1.0. - ??? - Profit.
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Sure, shoot me a link. I've been working on an updated Tarkin model tonight and the hair is what's giving me trouble.
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Lulz, probably not. It would be funny, but non-Star Wars kitbashes don't tend to hold my interest long enough for me to complete them. I don't know, maybe, if I run out of other ideas.
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Aye, I can indeed rescale it in its base pose, just not when playing animations. However, I think I can get around it by playing around with the .npc and .vehicle files. Tinkering with the scale, height, width and camera settings should allow me to get it in a workable form in-game.
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I have an ATRT model ready to go as well - the only drawback is its currently too large for its pilot as it uses the AT-PT skeleton and there is no way to rescale bones with @@mrwonko 's Blender tools (since it is so rare that they need to be resized). Once I crack the problem of rescaling a skeleton (if it is indeed possible) then I'll hopefully be able to add that to the mix.
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Been awhile since an update, here's some of the stuff I've been working on folks. As with the last batch of updates, some of this will be released on the Hub whilst others are more likely to be hosted on a private site (possibly my webcomic's, in my sig). Continuing the long trend of kitbashes based around characters from The Clone Wars TV series, we have Mother Talzin - the leader of the Nightsisters: Jedi Master Tsui Choi, a Clone Wars-era Jedi Master who first appeared in the same comic series as Jedi Master K'kruhk: An update for an old favourite: And new territory for me, a BARC speeder for getting you around the map faster: As you can see, with the latter the current swoop driver animations don't line up quite as perfectly when viewed from the side, but when riding around in-game it escapes notice.
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Yeah, as you say the old EU has gone. The new EU has also established that the IG-88 model (well, the design of it anyway) was prevalent from as far back as the Clone Wars with model numbers like IG-86, 75, etc.
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This is coming along really well.
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Never assume your admins are just political idealists.
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Textures displaying in-game but not in Modview
Kualan replied to Kualan's topic in Modding Assistance
I'm face palming so hard right now. I actually knew that from helping a modder last year and completely forgot. I'll do that as soon as I get home from work. Thanks a lot @@mrwonko . You're a champion. -
Textures displaying in-game but not in Modview
Kualan replied to Kualan's topic in Modding Assistance
Sure, I'll PM you. I'll include the .npc and .veh files too, so you can see that it works in-game. The driver tags are off-balance since I haven't bothered to adjust them yet until I got the Modview thing fixed. -
Textures displaying in-game but not in Modview
Kualan replied to Kualan's topic in Modding Assistance
Haven't made any shaders for the vehicle yet so can't be that. The folder path and .skin file is all set up correctly as well (base/models/players/[model]) and I've triple- and quadruple-checked to make sure I've not made some stupid typo or anything. It's worth noting that I get no error message when loading the .glm in ModView, as is the case when a mistake has been made with the folder paths or .skin file set up. It loads up right away just all white (similar to when one uses the 'force all surfaces white' option) yet is completely textured in-game which makes me wonder if this is some other limitation Modview has about loading certain files. I've tried converting the texture file into .png, .tga and .jpg respectively and that doesn't seem to have made a difference. Perhaps I've missed something Blender-side that might contribute to this? -
Hi folks, I've been tinkering with some custom vehicles this evening, and have managed to successfully get them working in-game. However for some odd reason the .glm appears untextured (all white) in Modview despite appearing fully textured in-game itself. Ideally I want to be able to play around with the skin and stuff in Modview, so I was wondering if anyone knows of any texture-related restrictions that Modview has that might explain why the model is appearing completely white in that program despite having no issues in the game itself? Thanks in advance, Kualan
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I assume from DT's reply that he's a bigshot Youtuber/Let's Player? I have honestly never heard of this chap before.
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Yeah, as suggested for the Saga Mod, I'd recommend we settle on a consensus for a single mission everyone feels they can contribute to - then focus on bringing that to fruition as a proof of concept. If a single, polished SP mission can be put together, then it makes it easier to expand that to more and more missions in the future as we would have (hopefully) ironed out most of the creases in the process the first time.