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Everything posted by Kualan
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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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It ain't easy being green. And two feet tall.
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how to use heads in diferent player models
Kualan replied to itachisen's topic in Modding Assistance
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/ -
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Long overdue, but a preview for the finale to Volume Four - coming soon:
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Final contribution to Kylo Ren, having swapped out the arms and boots, with texture edits:
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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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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
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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
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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...
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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.
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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:
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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?
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The version I was sent didn't contain the modified arm textures. I assume @ has been asking several people to contribute different 'versions' so he can pick out/kitbash the best parts from each. The hood isn't ideal, but I'm not finished with it yet.
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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 @ :
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It is indeed! Don't think I've looked at the Inquisitor since that model came out. I might have another look.
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Found a new tail for the Oppo Rancisis model. Tested it out in-game and it works as well as one can expect of a non-humanoid bodyframe: As you can see, it is far from perfect. Lots of clipping through floors/walls/etc when certain animations are being used, but I think it's as close as I can get given Master Rancisis' unique body type.
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Version 1.0
1,553 downloads
****************************************** JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ****************************************** Title : Clones GAR Pack Author : Kualan File Name : zzzzzClonePackKualan.pk3 Version : 1.0 File Size : 30.25 MB Date Released : 10/08/2015 Original Meshes by Neomarz and Mandalorian (Antenna) Model assembled and modified by Kualan Model retextured by Kualan Sound files by Raven Software Description and Installation: ---------------------------------------------------------------------- This is a player model (with NPC support) pack of several clone variations seen throughout the Grand Army of the Republic (GAR). Several models are custom-made skins of my own creation, and others feature in The Clone Wars TV series, along with a few characters from my Tales From The Clone Wars comic seres. To install the models, simply extract the zzzzzClonePackKualan PK3 to the gamedata/base folder of your Jedi Academy directory. In-game, an NPC can be spawned with the console commands: npc spawn commanderbolton npc spawn boltontrooper npc spawn commanderfalco npc spawn falcotrooper npc spawn commanderfox npc spawn foxtrooper npc spawn commanderfrenken npc spawn frenkentrooper npc spawn commanderkillik npc spawn killiktrooper npc spawn commanderrawls npc spawn rawlstrooper npc spawn commandersohn npc spawn sohntrooper npc spawn commandertrackshot npc spawn trackshottrooper npc spawn cloneofficer npc spawn cloneofficerhat npc spawn cloneofficerpilot npc spawn cloneponcho npc spawn cloneponchoclean ====================================================================== 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
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The 501st Pack has been updated with shader support to fix the 'transparent kamas' bug. Submission will hopefully be approved shortly - just download and replace the pk3. I'm also in the process of uploading the first incarnation of my Grand Army of the Republic Clone Pack. This will contain a host of 8 clone commander skins, all with the modified clone trooper body first seen in the 501st Pack (where the helmet has been adjusted to be less chubby). Each commander also comes with a standard trooper skin, to represent the soldiers under their command. Also included are 3 variations of Republic Navy clones seen earlier in this thread, as well as the much requested poncho-wearing clonetroopers. The latter comes with two standard skins (dirty and clean armour) but is fully compatible to work with any clonetrooper skin for those who know how to make simple .skin file edits. In total, the GAR Clone Pack will contain 21 different skins.
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Haha, mine is much the same. My 'models/players' folder holds more gigabytes than some games. Every time I see you come up with a new invention I want to dive in and try to come up with something myself - if only I had the free time...
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Darn, nice job man. You're the undisputed champion when it comes to finding those unique parts to make an interesting frankenstein model.
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Wow. Is that a Yoda head you've morphed? Garindan might have to settle for second place in the list of creative frankensteins...
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Really great work, Cerez. Like eezstreet said, it's really inspiring to see both the project and your understanding of modelling evolve over the course of the thread. To paraphrase Senator Palpatine - "we shall watch your career with great interest."
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That's a very nice take on what Phase Two Captain Keeli would look like!