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Posts posted by Kualan
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MovieBattles 2 has you covered
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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:
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;49689Credit also goes to DT85, whose Luke model face texture was the base that I used to tweak/reshape for the Luke pilot. -
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!
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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
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I'll give this one shameless bump on the off-chance that it was overlooked by one or two folks, but failing that I'll just have to accept that these chaps probably won't see the light of day!
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Looks good, Circa.
Circa likes this -
Thanks for the tips folks, shall try them out.
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The speech bubble "pointer" doesn't have to touch the talker's mouth, just point to their general direction.
Thanks for the tip!
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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.
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I know @@minilogoguy18 is currently very busy with RL stuff, so it might be a little while yet before that next video is up. But hey, patience is a virtue, etc.
Circa likes this -
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
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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.
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He stole most of those textures without giving credit. He was a horrible texture artist and modeler too.
He never released the Wyyrlok I don't think, not even on the Void.
Darn, that's a shame.
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In-game cutscenes I say. Using the videos from the actual game might be too direct a use of copyrighted material for the purposes of a mod - essentially 'porting' said video from one game to another.
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At the risk of being a self-plugging d-bag (answers on a postcard!), I've uploaded some more issues since this thread was last updated, in case anybody is interested!
Circa likes this -
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.
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Looks pretty cool
Aye, the species in general just has a pretty cool design - which makes it all the more surprising they've made it this far without a model!
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Results aren't going so well at the Bail/Lando thing so far. Ah well.
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The Nexus modding forums for games like Skyrim and Fallout often have plenty of budding voice actors looking to lend their talents to projects: nexusmods.com
TheWhitePhoenix likes this -
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.
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:
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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Bail Organa could be reskinned from the Lando model. Or at least his Episode III outfit can. Not sure about his Senate outfit. I'm surprised that hasn't been done.
When was Boss Nass released? I know it was in MBII but I didn't know it released separately.
That's not a bad suggestion about the Lando model. Not a bad suggestion at all. I'll have a look into that myself and see what I can come up with.
And Boss Nass was released on the filefront site: http://jediknight3.filefront.com/file/Boss_Nass;116371
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Interesting. I'm surprised that this one was never made.
Aye, he's one of those chaps that seems to have fallen through the cracks during the height of the JK modding years - along with folks like Pablo Jill and Bail Organa. But hey, if Boss Nass can get a belated model release then maybe there's hope for Mas Amedda yet!
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I have a feeling I have seen a George Lucas reskin around the 'Net somewhere... (probably a Morgan or Kyle Katarn reskin, at a guess).
As for the others, I'm afraid I don't think they exist.
There is the Tatooine stalker, but you as you mentioned you do not like the current release.
Movie Battles has the other variant of the Death Star gunner (http://starwars.wikia.com/wiki/Imperial_Navy_trooper) but not the one with the enclosed helmet.
There is no female Tusken model or skin out there, so far as I'm aware.
And the only other Durge model beyond the cartoon one is this Reborn reskin: http://jediknight3.filefront.com/file/Durge_Skin;72909
Sorry!
Bek likes this -
Hi folks.
Was wondering if any of our community modellers would fancy trying their hand at this chap - he's of the Chagrian species, and is glimpsed throughout the prequel trilogy:
His name is Mas Amedda. In the films he is basically Palpatine's toady in the Galactic Senate. Alternatively, in the EU there is the more fiercesome-looking Sith of the same species, Darth Wyyrlok:
Would anybody be willing to make a model of this Chagrian species? I've always found them to be one of the more interesting species to come out of the prequels - like a more dangerous version of the Togruta. If you do consider taking up the request, they would only need a basic skin to start off with, as I would be happy to do the actual re-texturing to make them distinguishable as Mas Amedda / Wyyrlok respectively.
Many thanks,
Kualan
Omicron likes this
[Help] Yavin IV Trees and Darkened Screenshots
in Modding Assistance
Posted
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:
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