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Everything posted by Kualan
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Very nice looking clones.
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Got on a bit of a roll and uploaded the updated Shaak Ti model too. It kitbashes the old JK2 Shaak Ti head by Aaron Smith with a few more modern torso/robe meshes. Next on the list is the 'Clone Wars' Plo Koon model. I managed to resolve the deforming facemask issues and he works pretty well in-game. Just need to source some custom sounds for the guy.
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Version 1.0
3,412 downloads
****************************************** JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ****************************************** Title : Shaak Ti Updated Author : Kualan File Name : zzzzzzShaakTiKualan.pk3 Version : 1.0 File Size : 11.2 MB Date Released : 20/08/2015 Head Mesh - Aaron Smith Torso and robes - Hapslash Dress - Mars Marshall Model compiled and modified for JKA by Kualan Sound files by Raven Software Description and Installation: ---------------------------------------------------------------------- This is a player model (with NPC support) of the Jedi Master Shaak Ti, created by upgrading Aaron Smith's JK2 model to the JK3 skeleton and modifying it with additional meshes. To install the model, simply extract the zzzzzzShaakTiKualan PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console commands: npc spawn jedishaakti ====================================================================== 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.- 6 comments
- 14 reviews
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The Senate Commando pack has been uploaded to the Hub, pending approval now.
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Version 1.0
948 downloads
File Name : zzzzzzSenateCommando.pk3 File Size : 8.9 MB Date Released : 20/08/2015 Sound files by Raven Software Description and Installation: ---------------------------------------------------------------------- This is a player model (with NPC support) pack of the Senate Commando as featured in The Clone Wars TV series. To install the model, simply extract the zzzzzzSenateCommando PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console commands: npc spawn senatecommando npc spawn senatecaptain ======================================================================- 6 comments
- 16 reviews
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Aye, I wasn't using the clone head though. I was using the Spanki head, due to the wide range of customisations available for it. However to shape the helmet to fit that face you end up with the helmet looking too chunky. I might revisit it at some point, but for now I think these guys are ready for a 1.0 release.
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I actually tried that! Unfortunately there was no way to make the helmet 'fit' a face (I was using Spanki's head as a standard, since it has so many customisations) without resizing it into the same sort of chunky bucket-head that the original Neomarz models had. Either that or reshape the face to fit the helmet, which just causes a derpy lack of visual continuity between it and other models.
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Okay, worked on these guys some more today, and created a variation for a Commando Captain. Overall, quite happy with these guys now and will probably prepare for release some time tomorrow:
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Sure man, drop me a PM. I'll have a look at it and see what can be used. Thanks.
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I think the main work that needs doing on the helmet at the moment is a little more reshaping - on the image @@NumberWan posted we can see it is wider at the bottom and than it is at the top. The current model is the opposite. @@JAWSFreelao The shoulderpad currently is slightly larger in the image I posted, but I plan to make it bigger still - it's just a case of slowly increasing it and testing it out to make sure it isn't going to cause a lot of clipping issues.
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@@Cerez I'm glad you liked it! I don't know if/when Volume Five might come about. I've been toying with the idea of moving to another era for a future series. Before Volume Four I had plans for 'Tales From The New Republic', but scuppered them when we learned that the EU was getting scrapped for the new films. Maybe 'Tales From The Empire' ? Will have to see which story ideas come up. @@NumberWan I always enjoy reading your insights on the comic, you always seem to understand the tone of what I'm going for - particularly when it comes to the Republic's "dark side". Sly Moore is a character I have on my To-Do-List of kitbash models, and I imagine she would be fairly easy to create. Maybe she'll make an appearance in a possible future volume - though where would she be without a trusty Mas Amedda model by her side?
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This is likely the result of asking so many people to do different pieces of work on the model and then trying to piece it all together at the end - one oversight causes a butterfly effect. Someone probably moved the tags for the hands off-point in Blender, and I wouldn't be surprised if the bone error is due to something being deleted that shouldn't have been. The quickest option is probably to rebuild the kitbash from scratch. Shouldn't take long at all, since you know which model parts you want to use and you have all the texture files ready. Download Blender - it's free. Read this thread: http://jkhub.org/topic/4905-frankensteining-with-blender/ It really is so simple to kitbash in Blender these days. I had never used Blender or any modelling software ever before having a go after reading that thread. It will take you an hour to rebuild Kylo Ren, hour and a half tops - and that's including the time it takes you to read @ 's posts in that topic. And yes, I know you said you just wanted someone to fix it instead of showing you how. But hey, if a total novice like me can do this, anyone can.
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As @@mrwonko said, Modview is the tool you need to view NPCs/animations using Jedi Academy assets. I've been using it myself for several years now to make comics (see my sig) and it's a great tool. If you ever need any help or tips in using it to bring your comic to life feel free to drop me a PM sometime. I'd love to see more people using JKA tools to create machinima.
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@@Noodle Yes, the texturing isn't done yet. Because of the way the texture conforms to the mesh, it can be a bit of a struggle to make any modifications to the face (the tattoos above his eyes took forever to get right, as they actually split between two different parts of the texture file). It's being worked on though. @@Bek The shoulderpads are just placeholders for now anyway so I wasn't too attentive to their placement. Going to find some alternatives that allow me to add the Imperial insignia to them with a little more ease. @@JAWSFreelao No luck trying to put together one of Satine's guards, but I did come up with a new Senate Commando - more screen-accurate than my last effort. He's probably fairly close to being released - this and the Shaak Ti model I posted a few pages back. Might give him some face options under the helmet though, and a little bit of texture touching-up.
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Eeeeeesh, that's a tricky one. I might be able to put something together. Maybe. We'll see.
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The finale to Volume Four - Echoes Of The Past Part Three - is now uploaded to http://www.talesfromtheclonewars.net !
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The finale to Volume Four - Echoes Of The Past Part Three - is now uploaded to http://www.talesfromtheclonewars.net !
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Read up on some Blender tutorials about editing meshes, how to keep it all together, etc and managed to come up with this, which seems to resolve the ear problem.
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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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Revival of JKA's modding community
Kualan replied to Xycaleth's topic in General Modding Discussions
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: -
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.
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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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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