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Posts
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Everything posted by Kualan
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Importing GLM/player models with 3DS Max 2010/2011?
Kualan replied to Boothand's topic in Jedi Knight General Discussions
Here you go: http://jkhub.org/topic/2412-new-sof2jka-3ds-max-tools/?hl=tags -
Trying to rip sound files from the Ongree in SWTOR is proving a much harder challenge than I thought. It's almost as if they don't want people using their assets or something! That said, I was going through the vanilla JKA sounds to see if there was anything that might work and I found that the sound files for the Gran sound very similar to the Ongree. For reference; http://youtu.be/fFiljQVUUDI?t=12m33s
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Very very few modders ever set themselves a specific date - even getting a rough estimate is rare enough, because modding takes more than just ability. It takes time, and the motivation to dedicate hours upon hours of work. Sometimes the inspiration is there and a modder will plow through 20% of their workload in a week. Other times RL and a general lack of 'feeling it' means a modder might only advance 1% in four weeks. It's impossible to predict.
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You'll have a download from me if you do
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Nice little reskin. Some of the changes are very subtle, but it really helps soften that slightly 'blank, uncanny-valley' style expression on the original model.
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Looks great!
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Ha! Sorry. Yes, that's why I need to pay for a premium package, as I upload the images directly to the site. But linking from a free photo hosting site could resolve that.
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It's a good suggestion, I'll keep it in mind thanks.
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It's definitely the shader that's missing from the original download. However, placing the gunshipvm.shader from the vehicle's standalone download in both base/shaders and the Jedi Temple map's pk3 does nothing to change the issue.
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Hi folks, just a quick one. Been using =Tom='s Jedi Temple map (available here: http://jediknight3.filefront.com/file/Jedi_Temple;80524) but I've run into a bit of an odd problem with the textures of the Republic gunships in the hangar bay. Now, oddly enough the gun turrets and the interior of the gunships still appear completely textured. And when one stands close with a lightsaber the glow actually exposes some of the original texture underneath...is there a file missing from the map download? And if so, does anyone know if any other download contains it? Thanks.
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The one in the above 'sample' pictures is from the Battlefront games, I believe. More recently I've used Hutt models from Star Wars Galaxies and even Star Wars Kinect too. Thanks!
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Update: The standalone website for the comic is currently down as I was unable to afford to renew it for another year in October (I have to pay for one of the premium packages because of all the image files!). I'll eventually have the site up and running again, but for those interested in following the comic's progress until then I will be posting it on the following site: http://www.imperialshipyards.net/SMF/index.php?board=115.0
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Wow, no way! I had marked Pablo Jill alongside the likes of Mas Amedda and Oppo Rancisis as characters who had missed the boat to ever be seen in JKA. This is amazing news to see he'll finally be coming to the game, and at the hands of one of our community's best modellers no less. I'll see if I can source some half-decent sound files. There's Ongree in TOR, so I might be able to rip something from there.
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So the merchandise guys knew what accessories to give their action figures*
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Wow. Very nice. Reminds me of Dromund Kaas from SWTOR - which seeing as that is the Imperial City of the TOR-era means you guys are doing a great job
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This.
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Filefront in general is growing more and more unreliable these days.
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[Help] Yavin IV Trees and Darkened Screenshots
Kualan replied to Kualan's topic in Modding Assistance
You were quite right, guys. That solved the issue, now I just need to reintroduce the various maps piece by piece to narrow down which one was causing the trouble. Thanks again! -
[Help] Yavin IV Trees and Darkened Screenshots
Kualan replied to Kualan's topic in Modding Assistance
Aha! Thanks very much folks. I'll try restoring my Base folder to, effectively, 'factory settings' and see if that fixes things. I'll let you know how it works out. -
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. 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.
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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
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