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Kualan

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Everything posted by Kualan

  1. All you need to do is download this model, then apply the original Neomarz Boba skin to it through its own .skin file and boom - Boba Fett.
  2. Also, @@JAWSFreelao - big improvement in the V2s of your clones. Those scratches are making all the difference, and I know as you continue to get used to them the results will only get better. Just don't do what I did when I first used them and go crazy scratching everything!
  3. By JKA texturing standards, the Neomarz clones are generally set up in a way that makes it very easy to add new patterns, etc to them. They're also a good choice of model for new texture artists to cut their teeth on. Plus that and the vast range of different clones out there anyway. Maybe the Hub is just experiencing its own Order 66 and we don't even know it.
  4. Yep, I've tried it from both the original JK2 model and the edited JK3 one. Same problem with both. I mean, the error itself explains the problem - there is a "vertex without UV coordinates". But I can't for the life of me figure out which vertex it is referring to. Even doing a Google search for that exact error quote only gives two (two!!!) results. One of which is a topic on this very website about that model!!!
  5. It's specific to the horns surface of the Saesee Tiin model. I've been able to import/export other JK2 models like Eeth Koth and Jabba the Hutt with no trouble (just involves a workaround).
  6. Yeah, seen this as well. No idea what is causing the bug but it would be great if someone was able to explain/fix it. @Śăļvõö can you let us know how you overcame this error? It seems specific to the Saesee Tiin model, but I see you successfully used Blender to make this: http://jkhub.org/files/file/2191-saesee-tiin-in-jedi-robes/
  7. Great answer, thank you. I'll think it over and let you guys know.
  8. So you're aware - this is an upgraded version to the one I PM'd you a few days ago. This one has the deforming mask bug fixed, so you may want to redownload.
  9. I admit I'm curious about the forum moderator role, but before I even consider applying I want to be sure I can offer the sort of time committments that the job requires. @@Barricade24 , @@therfiles , how much of your time would you say you dedicate to the Hub on a daily or weekly basis?
  10. Go go gadget topic bump! Just wondering if anything came of this. He was coming along nicely!
  11. Even Piell has been uploaded to the Hub. I hope to revisit my earlier Adi Gallia and Depa Billaba kitbashes next, and update their current versions.
  12. Version 2.0

    1,170 downloads

    This is a player model of the Jedi Master Even Piell, as featured in Episode 1. This Lannik Jedi Master previously received a skin courtesy of St Scoundrel, but this model aims to give his appearance more Lannik-like features (longer ears, a tuft of hair, etc). He has also been given human-like legs and boots, as Lannik do not share the Yoda-ish clawed feet. To install the model, simply extract the zzzzzEvenPiell PK3 to the gamedata/base folder of your Jedi Academy directory. NPC support and custom sounds are included. In-game, an NPC can be spawned with the console commands: npc spawn evenpiell
  13. Don't worry, it's pretty easy to do! Let me talk you through it. 1. Select the hair mesh. 2. In the bottom left of the screen, change the mode from 'Object Mode' to 'Edit Mode'. 3. This will cause the whole hair mesh to be selected as vertices. Press 'A' to deselect it all. 4. Further along the bottom are three options - Vertex Select, Edge Select, Face Select. I recommend using face select. 5.With Shift+Right Click, select all faces (that's the triangles that make up the mesh) until you have selected all the parts of the mesh you want to reshape. 6. Once selected, just edit like normal with the scaling and deforming tools on the left handside menu.
  14. As I said before, I have a long list of planned skins/kitbashes I intend to do, and Kylo Ren is at the bottom of it. If time is of the essence you're better off imploring someone else. I know you don't plan to learn this yourself, but I would appreciate not receiving multiple PMs and tag notifications regarding this. It doesn't make me want to work on it any faster - quite the opposite in fact. Sorry if that seems snappy, but it gets a little tiresome every time I log in to the Hub to have another notification or two regarding this. I will get to it at some point (but we're talking a couple of weeks rather than days).
  15. Just seen your Tango, ARC and Kamino uploads, JAWS. They're faithful recreations of what we see in the show, but upon getting a closer inspection I've got some feedback for you: First of all - which software do you use for texturing? Is it Photoshop or GIMP? All I can say you to is - scratch brushes. With scratch brushes you can apply a layer over the armor paintwork that gives it a lived in, three dimensional quality. Even the 'clean' version of clone armor can benefit from this. Look at @@Barricade24 's Clone Shiny for example, and how it isn't just plain white all over. Scratch brushes also help to make things like logos and such 'blend' into the armour better. A good example of the change this can make is this early picture of my 501st troopers, way back when I was just starting out: See that horrible medical logo on Kix's shoulder? Compare it to the one on the current version and you can see that the scratch brushes make a huge difference in blending the symbol into the armour. If you're using Photoshop, this is a good source: http://naldzgraphics.net/freebies/free-scratch-brushes-photoshop/ Second; the Kamino Security clones. Since they're just grey versions of the Coruscant Guard (even their commander is just a desaturated Fox) I'm guessing you created them by draining the colour from the current Coruscant Guard skins? It works to a point, but there's a curious lack of continuity between the clones and their commander, since the former are using the battleworn clone armour and the latter is sparkling and clean. I'd suggest either making a new 'clean' version of the standard trooper or creating a commander with the battleworn armour (my own Fox skin is based on the battleworn skin so you're welcome to use that if you like). This would create a bit more continuity between the officer and his troops. Finally - I love the ARC Troopers. Although the above advice about scratch brushes applies still, other than they're a very faithful recreation of some cool clones from the show and it's great to see you're bringing these guys to JKA. Good work! You're coming on leaps and bounds with these skins and know with a little more tweaking you can become as good as @@Barricade24 .
  16. Looking epic, great work.
  17. Looking very sweet. Glad that helmet mesh turned out okay.
  18. Version 1.0

    1,832 downloads

    ****************************************** JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ****************************************** Title : Clone Base Model Author : Kualan File Name : zzzzzCloneBaseK.pk3 Version : 1.0 File Size : 4.8 MB Date Released : 21/08/2015 Original Meshes by Neomarz and Mandalorian (Antenna) Meshes edited by Kualan Model retextured by Kualan and Barricade24 Sound files by Raven Software and Lucasfilm Description and Installation: ---------------------------------------------------------------------- This is a base version of my edited clonetrooper mesh, based on the original model by Neomarz. This edited model features more screen accurate versions of the helmets for the Phase One, Phase Two, ARC Trooper, Bacara, Marine, Neyo and Mandalorian helmets originally featured by Neomarz. I have also added a modified antenna mesh, courtesy of Mandalorian. I decided to release this model primarily as a modders' resource, so that future clonetrooper skins can have a foundation of the updated model to work from. Barricade24's 'Clone Shiny' skins have been used to help with this as well. I hope you enjoy, and I look forward to seeing what skins people come up with. NPC support is included: npc spawn clonephaseonek npc spawn clonephasetwok npc swawn clonearck npc spawn clonebacarak npc spawn clonemarinek npc spawn cloneneyok npc spawn mandaloriank ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  19. A salute to both @@SiLink and @@Circa . I understand how easy it is to 'burn out' on a role like this, and would like you both to know that your work on the Hub was appreciated. Here's to our future staff members, whoever they may be. I'm sure they'll be great.
  20. Aw man, I have that mod sitting on my computer and you're right. These are perfect! Once he's been approved I'll upload an update containing some new sounds. Thanks for the advice! EDIT: Going to PM @@Barricade24 with an updated file for the submission. Hopefully he'll see it before the file is approved. Thanks Ramikad!
  21. Plo Koon has been uploaded to the site (coincidentally the file was being uploaded at literally the same second I was receiving notifications telling me Shaak Ti and the Senate Commando had been approved).
  22. Version 3.0

    4,088 downloads

    File Name : zzzzzzPloKoonKualan.pk3 Version : 3.0 File Size : 3.1 MB Date Released : 20/08/2015 Date Updated: 23/04/2017 Head Mesh - SWRH Team Torso and robes - Hapslash Model compiled and modified for JKA by Kualan Sound files by Raven Software and Lucasfilm Description and Installation: ---------------------------------------------------------------------- This is a player model (with NPC support) of the Jedi Master Plo Koon, based on his appearance in the 'Clone Wars' TV show. It has been kitbashed (or 'frankensteined') from several existing models. Also featured are several lines from his appearances in the show, to add to that authentic Clone Wars experience. To install the model, simply extract the zzzzzzPloKoonKualan PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console commands: npc spawn plokoontcw
  23. I don't quite see the problem with the article myself. It was a teaser announcement, not a profile piece on the mod itself. Teasers are supposed to be short, snappy, inciting the reader to want to know more. Just because most of the information is already available on the moddb page doesn't mean it doesn't have a place in the News section of a website that aims to be a keystone of the JKA community. If all of the Hub's output was like this, I could understand the criticism. But it isn't. There's a place for brief teasers amongst the interviews and lengthy features. In fact, I'd say including some shorter, easier-to-publish material helps with the frequency of updates on the front page, which in turn shows newcomers to the site how active this community still is.
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