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Kualan

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Everything posted by Kualan

  1. Are you planning on developing one yourself then, Xyca? Either way, count me in as an interested party.
  2. Plo Koon's head is one of the vanilla player Kel Dor head choices. So is already available in the player menu...? And there is a Kel Dor in traditional Jedi robes (prequel style) uploaded already.
  3. Reskinning this might serve; http://jkhub.org/files/file/618-trandoshan-head-improvement/
  4. Hopefully this tutorial can help you out; http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/
  5. Just had a quick flick through the tutorials section but can't find an Engish tutorial for cutscenes. Is there one floating about that anyone knows of? Would be interested in seeing how practical it could be to create machinima with JKA.
  6. Well that's something of a relief. Any idea as to what species you might explore Psyk0? Or whether or not you'll be taking suggestions? I'd be partial to a Gran Jedi myself...
  7. I've looked into Frankensteining in the past, but I just don't have the time (or indeed, the expensive-looking software) to devote to learning how to make good quality JA-level models at the moment. I might look at it again in the future, when RL is a little more settled. If only it was as simple a cut-and-paste as the name 'Frankenstein' suggests I don't know what sort of stuff I might look to produce if I ever do get around to it (and I make no promises in that regard anyway!), but I imagine it will be fairly simple, headswap stuff to begin with. A few alien variations for the Jedi robes, etc, that sort of thing.
  8. As with any mod that makes use of others' work (in any game), so long as you have the permission of those whose work you're using, there is nothing wrong with it at all. If a mod author can not be contacted, and all reasonable methods have been exhausted in attempting to reach them, then an argument could be made that they have essentially 'abandoned' their 'copyright' over the original material*. But from a purely moral perspective, this is obviously more of a grey area which is no doubt one of the reasons Frankensteins are relatively uncommon. *Of course, 'copyright' isn't the correct word to use when talking about modding a game that is someone else's intellectual property to begin with, but I was at a loss for a more accurate term.
  9. Bit of a longshot this, I know, but did anyone ever get their hands on some of these skins that Hapslash was working on many many moons ago? I have a feeling they fell into Hapslash's Void and never emerged again. There was also a Pellaeon pack circulating at some point, would be great to get my hands on that again as I've lost the hard drive I used to own that on.
  10. Do you mean you want the surface to stay off everytime you open that model in Modview, or to have it off when you play the mod in-game? For the former, open the model and turn off the relevant status. Then save it as a script (I forget the format) in the same folder as the model itself (doesn't have to be, but this is an easy place to re-find it in the future). This saves specific settings for a model in Modview. So in future, you just open that script instead of the model itself, and Modview will open it up with the same custom settings you saved it with.
  11. Thanks man, shall keep that in mind. Free time.
  12. Jaina Solo sounds interesting. The NJO are surprisingly underrepresented in JKA mods.
  13. Looking good.
  14. "Boy, that escalated quickly." Progress shots are looking good at any rate, Barricade.
  15. That model you refer to is a direct port from KOTOR, and as such is incredibly sketchy legal ground. I don't think you'll find anyone willing to modify a ported model for you, I'm afraid.
  16. Awesome, I'll give that a shot. Thanks for the fast reply!
  17. Hi folks. I have a few models that I would like to tweak the tag surfaces on, particularly so they match up with certain weapon models better (so mainly r_hand and l_hand). Is there a way to do this without having to re-weigh/re-compile the whole model? Only tutorials I could find explain the process as a part of a first-time modelling, rather than editing a completed .glm model. Thanks in advance!
  18. Aye, I think the one Syko linked is the one you mean OP. Never seen a different model of Durge, just that 'realistic' reskin of the cartoon model.
  19. One of the monsters has the ability that it is forgotten as soon as the observer looks away. So when people see one, they keep a tally mark on their skin so they know they've seen the monster even though they can't remember it.
  20. *mashes the download button* An excellent pack! Just admiring them all in ModView as I type, very good work man. Polished texture work, very crisp. Going to give them a whirl in-game now. Can't wait to see what you come up with next.
  21. Working on it on-and-off over the past couple of years. Glad you like it! Heh, thanks. I don't think I was even aware of Toshi's Anakin when I started the comic, and although tempted to change over I decided to stick with it for the sake of visual continuity.
  22. What an odd little bug! But at least it is easily avoidable.
  23. Kualan

    Master Vandar Skin

    Very nice job, was expecting it to be little more than a recolour of the robes to blue but you've actually done some considerable work differentiating the two's faces as well. Nice skin work.
  24. Woah, that is some fast model-making! Nice work. Also - is that a JKA model for Karadan Paratus in your signature?!?
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