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Kualan

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Posts posted by Kualan

  1. Hi guys, hope you can answer a query of mine.

     

    As many of you know, ModView allows you to open a JKA .glm player model and view any animations in-game play out in the software. This is great for modellers, animators and skinners to see the fruits of their work without having to test them in-game everytime.

     

    However, there appear to be some animations that I can't get to display in ModView, and was wondering if you guys could help. Specifically, crouch animations when holding a weapon. The game itself seems to accomplish these in-game by combining two different animations at once; in-game, when you crouch, the lower half of your body utilises the 'crouch' animation listed in ModView, as seen here:

     

    25tdlpj.jpg

     

    Whilst the upper half of the body utilises the appropriate animation for whichever weapon you are holding at the time, for example the sniper rifle:

     

    1z66xba.jpg

     

    Is there any way to replicate this "combination" of animations in ModView? I've had a look around but can't find anything to indicate how to do this - the only lead I have is that it might involve the "multi-locking" mentioned when you right-click Sequences, but if that is so I can't figure out how to apply it.

  2. Wow! Very impressive work. I still do plan on releasing my own version of these Clones. But very impressive work on the Republic symbol on Jesse's head. How tricky was it to do that?

     

    Took a bit of trial-and-error, but it wasn't too bad. It still isn't perfect though, and needs some tweaking. The side-angle in particular is a bit dodgy in places.

     

    Also had to give Tup mirrored teardrops on his helmet, as I couldn't find a way to apply the texture without it mirroring. It isn't too much of a big deal though.

  3. Aye, as said, it's impossible. However, I've been saying for ages that someone should make a mod which allows you to load multiple models at once, and use meshes from any of them. That would let you do just this. Sadly no one seems keen on doing it xD.

     

     

    Scoop showed me someone who'd done just that a while back MUG >_> Redsaurus or something like that.

     

     

    hi there!

     

    Could you share the secret, @@redsaurus ? That would be amazingly useful.

    MUG likes this
  4. I'll risk a lynching with these requests, and hide 'em behind a spoiler tag for those prone to suffer from rage-fuelled fury at the mention of the Clone Wars TV series.

     

    Any of these models, either in the CGI style of the series or as "realistic" versions would be cool:

     

    Pre Viszla, Leader of the Death Watch:

     

     

    PreVizlaDetail-SWE.png

     

     

    Cad Bane, Bounty Hunter (the model by Hirman is nice, but the face/hat is a little odd):

     

     

    Cad_Bane_cover.png

     

     

    Savage Opress, would-be Sith:

     

     

    savage-opress-promo-1.jpg

     

     

    Duchess Satine of Mandalore:

     

     

    satine-kryze.png

     

     

    They're all kind of longshots, I know, but if any takes your fancy to make as a model give me a buzz and I can get a hold of some behind-the-scenes design pictures of each of them for you, the sort of thing the modellers on the show use.

    krkarr and yeyo JK like this
  5. Sorry for the necro, but only just seen this!

     

    I'm the user who made that comic, and I can confirm that the Quarren Jedi is indeed a model and not photoshopped (though I have done that for several other characters in the comic) however I believe the creator of it ported the head from KOTOR, which is why I have not provided a link to the download on the comic's website.

    Caelum likes this
  6. No, but it is possible to import a weighted model into Blender while keeping the weights, then add some accessories, weight those, and re-export. I should write a nice tutorial on that (or film one), the ghoul 2 plugin is in dire need of good documentation. I have a lot to do though, I'll have to evaluate my priorities.

     

    If you ever get the time to make said tutorial, you'll have at least one avid viewer here :P

     

    Thanks for the replies everyone, I had a feeling it wouldn't be possible. Darn shame! I might have a go at trying to navigate Blender once I have access to a decent computer again after the holidays and see if I can figure out what mrwonko mentioned.

  7. Hi folks.

     

    I've been looking at working on an extended range of clonetrooper skins expanding upon the excellent Clones Ultima pack we all know and love. Specifically, giving individual skins for specific clonetroopers introduced The Clone Wars TV show and other EU sources, as even frontline grunts customise their armour to an extent. Whereas most of these are fairly simple to do with some Photoshop magic, I would like to know if I can expand the ambition even further by adding accessories to existing models without having to weigh and re-compile them from scratch (as I don't have the skillset to do that).

     

    For example, in the Clones Ultima pack, moreso with the Soldier Customisation mod for it, different .skin files contain a different set-up of accessories. For example, there are variations of the base trooper with/without pauldrons, skirts, holsters and these can all be customised by the player. So one .skin file will tell the base model to wear a pauldron and a gun holster, another will tell it to wear the pauldron but not have the holster, another will tell it to wear neither of those and have a battle-skirt on instead, etc. And if there isn't a combination a player likes, its an easy enough process to create a new .skin file with the right surfaces switched on out of the available ones in the model.

     

    My question however, is it possible to add entirely new surfaces - a cape or cloak for example - to an existing model and feed it through to the model via a .skin file without having to make that change in something like 3D Studio Max, which would require the entire thing to be weighed and compiled all over again?

     

    I'm hoping to be able to add something like this to the base Ultima model for one of the multiple additional skins I'm hoping to release in the future (once I get permission from the original model creators):

     

    Jabiim-SWCW.JPG

  8. Judging from the screenshot's it is just a hue/saturation of the shirtless darth maul. I can do so and upload it for you if you want.

     

    Only if it's no trouble on your part. I can likely reskin the thing myself in a couple of weeks anyway when I return from Christmas in ruralshire and return to a computer which can actually handle basic programs like ModView and Photoshop :D

  9. Hello everyone, only just discovered this place, no wonder the forums over on the filefront site are so quiet these days.

     

    I have a question concerning modding and porting, specifically where the 'line in the sand' is for most modellers.

     

    Recently came across this whilst looking for 3D models of Cad Bane on Google:

     

    53212540.jpg?_cfgetx=img.rx:600;

     

    It's an extracted mesh/texture from one of the Clone Wars games - I think either Republic Heroes or Clone Wars Adventures by the looks of it - and even if it could be made useable for JKA, it would be illegal to do so. I know that much about the 'porting question'.

     

    But is it considered illegal - or even just morally objectionable - for JKA modellers to use meshes from other games as a "paint by numbers" style approach to creating their own meshes? Using the meshes made by developers in other games as a model upon which to base their own renditions of various characters? Or is even that much too far? I am referring to using the mesh as a 'guide', and in no way including anything from another game in the final product.

     

    If that's considered okay, I have practically every PC game released under the Star Wars license (legally purchased and obtained, I might add; the only one I can think of that I don't own is Battlefront 1), and have some experience in extracting files and making them presentable so would be willing to try and obtain any meshes or textures modders might want to request to use as 'guides' for their own legit creations for JKA.

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