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Kualan

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Posts posted by Kualan

  1. Nice work!

     

    What would be cool was if you made a species. If the helmet and face are not linked in one image, you could possible make the legs (the skins shown with the legs options) the helmet choices and the heads the head skins. Since there isn't any variation with the body/legs themselves. The legs and body would be in the torso section. Sound cool? :P

     

    I'll look into this! Never done a species menu mod before, but the helmet textures are indeed separate from the face ones so it should be possible. I'll look into it.

     

     

    Nice! The last 3 look a bit goofy though.

     

    The bottom left certainly needs a bit of tweaking ('dat upper lip...) but I have to admit I was mostly happy with the bottom centre and bottom right faces. What would you like to see improved in those two? Feedback's always welcome.

    therfiles likes this
  2. Hi folks.

     

    Okay, it's been a long old time since I played JKA on a Yavin IV map, and so I have no idea how long this issue has been present in my game, but despite having a solid computer/graphics card/etc (it recently ran Total War Rome 2 just fine on relatively high settings, for example) I can't for the life of me explain why trees in JKA have decided to start appearing as thus:

     

     

    shot0106.jpg

     

     

    Meddling with the in-game settings hasn't worked to resolve the issue, so I am wondering if there might be a line or something in the game's CFG file (which I have modified already to allow me to run in 1920x1080 - the source of the problem perhaps?) that I can tamper with to fix the above problem.

     

    A second, lesser, issue is that the above screenshot has - as you can see - come out very dark despite the fact that I have turned up the game's Brightness to full. It was far brighter when I -took- the screenshot, but appears in the actual screenshot folder as if it was using the default Brightness setting.

     

    Any help for either issue would be greatly appreciated.

     

    - Kualan

  3. Just some skins I'm making for a webcomic, but figured I could release them when I'm done making them all. I know rebel pilot skins are probably not that popular these days, but someone might get a kick out of them:

     

    NewRepublicTeaser1.jpgNewRepublicTeaser2.jpgNewRepublicTeaser3.jpg
    NewRepublicTeaser4.jpgNewRepublicTeaser5.jpgNewRepublicTeaser6.jpg
    NewRepublicTeaser7.jpgNewRepublicTeaser8.jpgNewRepublicTeaser9.jpg
     
    The top left is, obviously, Wedge from the vanilla game.
     
    The helmets are all reskins by me. For a couple of the faces I used sevenSixteen's Green Leader face texture as a base to build on top of, so credit to them: http://jediknight3.filefront.com/file/Green_Leader;49689
     
    Credit also goes to DT85, whose Luke model face texture was the base that I used to tweak/reshape for the Luke pilot.
    OlgO, Barricade24, Omicron and 1 other like this
  4. Hello Olgo! Been in correspondence with NumberWan about this mod recently, and he mentioned you're responsible for some of these fantastic models. Excellent work.

     

    Long-time follower of this mod's progress, and just like therfiles' said, it's never been short of very impressive! Am looking forward to this. Keep up the good work!

  5. Not worth making a new topic so I'll just post this here - did anyone ever make an A'Sharad Hett model, maybe on the Void or something? It just struck me today that it would be simple enough to frankenstein a Tusken Raider head (either vanilla model or the MC Tusken one) onto the unmasked Hett's body from the Spanki customisation packs. I wondered if it had already been done, and if so if anybody could upload it?

     

    If not, I might look to doing it myself once minilogoguy18's video tutorials are finished and I can learn more about the process of getting models into the game.

     

    Image of the guy here: http://img1.starwars-holonet.com/holonet/dictionnaire/photos/perso_hett_asharad_2.jpg

    Bek and Circa like this
  6. Okay, I understood  :) In this forum, we can find a lots of good stuff, what a waste every links to download are dead. Maybe somebody has some stuff from there?

     

    Aye, it is a shame so many folks opted for Filefront back before it began such an aggressive deleting policy. There are some skinpacks on the Void that I would love to re-download but are most likely lost forever, such as the Pellaeon pack.

    bednarro, Jeff and Circa like this
  7. Hi folks,

     

    Quick question that I -hope- is relatively easy for any of our experienced mappers on the forums. I would like to take a map (specifically Several Sided Sid's Jedi Temple exterior: http://jkhub.org/files/file/279-several-sided-sids-jedi-temple-on-coruscant/) that is set at night and turn it into daylight for the purposes of some screenshots I'm looking to take. Now I've been tinkering with skins and models for a fair old while now, but the most I've ever come to editing maps is changing some background textures here and there through Pakscape.

     

    That is how I have achieved night-to-day transformations for maps primarily set indoors in the past, but for an exterior map like the above, it takes more than a background texture flip to convincingly change it from night to day. So for someone who has never mapped in their life, how would one go about achieving this? And is it enough to have the map pk3 and the files within, or would I require the modder's actual source files to accomplish this?

     

    Regards,

    Kualan

  8. Hi folks,

     

    Today I decided to follow minilogoguy18's video tutorials for getting a character model into JKA: http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/

     

    All went very well so far, and I have got a model up to as far as minilogo has made videos for. As I understand it, the next part of the process now that the model has been weighed to the skeleton, is to segment the model, label it according to the 9-part structure of the standard JKA model (hips, l_leg, r_leg, etc) and then arrange the hierarchy accordingly.

     

    In lieu of waiting for the next video, I thought I would set out to experiment with Mod Tools and see how far I could get down the process by myself. The only trouble is, segmenting the mesh.

     

    I have tried selecting the polygons of the section I want to segment (for example, the head), and then going to Modify -> Poly Mesh -> Disconnect Components. Only I can't seem to find any indication that the head is indeed segmented - there is no option to rename this new section, and when I select the main body of the model the head is still selected. I can, however, move the head away from the body with the translate tool whilst it is still selected. There are just no new indications in the Explorer window that a separate segment has been created.

     

    I fear I've overlooked something painfully obvious, but if anybody could give me a quick rundown on how to segment/hierarchy the model in 7.5, I'd be most grateful.

  9. Someone did make a Wyrlock once. It wasn't very good. I don't remember their name, but I may have it. It was the same arthor who did the Demona model.

     

    I went a-snooping after reading this post, and stumbled across an old filefront thread where someone was posting not just Wyyrlok, but a whole bunch of Legacy-era Sith models:

     

    http://forums.filefront.com/sw-jk3-modding-mapping-editing/374926-new-sith-order-model-screens.html

     

    They could do with some heavy re-tooling in the skinning department, and some (such as the Quarren and Aqualish Sith) contain ported content - but does anyone have the other models? They were apparently hosted at the Void for a time. I'd love to get my hands on some of them for some tinkering.

  10. That's a decent model. It should be hosted on JKHub.

     

    You should take a stab at Bail. You're a great skinner, you can do it. :D

     

    I'll give it a shot, but can't make any promises. Making reskins of human faces is a farcry from a few clone trooper armours. The last time I tried it was to make a Captain Typho variant of MB2's Panaka model:

     

     

    Typho.jpg

     

     

    Was never happy enough with it to contact the MB2 team about releasing it. Might return to work on that too one of these days.

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