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Kualan

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Everything posted by Kualan

  1. Best I can find are these, but the symbol seems a little inaccurate for the first incarnations. May be a case of having to make it yourself from scratch; http://rockhound86.deviantart.com/art/Clone-Trooper-Sinker-1-356955539 http://rockhound86.deviantart.com/art/Clone-Trooper-Sinker-2-356955845 http://rockhound86.deviantart.com/art/Clone-Trooper-Sinker-3-356956046 http://rockhound86.deviantart.com/art/Clone-Trooper-Boost-1-356973017 http://rockhound86.deviantart.com/art/Clone-Trooper-Boost-2-356973693 http://rockhound86.deviantart.com/art/Clone-Trooper-Boost-3-356973507
  2. Great news about the source code, I guess Ste must have sent that reply mere hours before news came down that Raven were going to release it all after all! What are the odds
  3. Amazing news, can't wait to see what comes of this.
  4. Bad news, I'm afraid, but Ste gave a thorough explanation as to the reasons for why which was appreciated; "Thx for the enquiry about the ModView source, however ( here it comes… ) the source code that’s currently out there for people to make MP mods etc is all that we received clearance to release. ( e.g. one of which is here http://jediknight3.filefront.com/file/Jedi_Academy_SDK_MP;20909 ) We do still have the full source code inhouse, but the condition it was archived in isn’t suitable for public release, due to it containing things like NDA-covered SDKs for various bits of middleware, plus the last-minute additions for the disk-protection. Getting legal permission for releasing even small parts of it ( assuming we had the time to pick out just the bits for ModView out of the rest of the source code, which we don’t right now ) is complicated by the whole LucasArts involvement as well, and when lawyers play safe they usually do so by just saying no. Either way, Legal wouldn’t want to budget the time to chase this up even if we asked them to. Sorry about that. Regards, Ste Cork Tech Programmer Raven Software"
  5. Some images for you there. Though Pablo Jill has long been the one distinct background Jedi from the prequels who has never had a model made of him for JKA, I think the chances of someone taking this request are - sadly - quite slim. There aren't too many modellers about these days for such an elaborate job. Which is a shame as it would be nice to have him to "complete the set" of prequel Jedi available for JKA, I agree. There are also concerns about frankensteining and permissions that people would need to consider. I wish you luck in your request though! If someone does take you up on it, I know I would enjoy seeing Pablo Jill make it to JKA at last as well.
  6. I was already aware of that.
  7. Received no reply so far (still think it was weird to be pointed to the Audio Director of all people, can't see how it would be in his sphere of inlfuence). So just sent another email to Mr Cork, hopefully that will bear more profitable fruits.
  8. The name I was given by Raven's community people was one "Mark Kilborn". The Audio Director according to the site, but who knows what he was doing ~ten years ago. If one of you guys wants to email Ste Cork too, go right ahead.
  9. I like the poncho version in particular, nice.
  10. The generation of tomorrow will airbrush the world in their image. So sayeth the prophecy.
  11. I've sent an email to the appropriate person at Raven Software, who can apparently answer one way or another if the company would be willing to release the source code of Modview to the modding community. Will let you folks know when I have a reply.
  12. Can't even find an email address to contact them about the possibility.
  13. As someone who spent far too much time on SWTOR ( ), I approve! To paraphrase Palpatine, "We will follow your progress with great interest".
  14. I'm afraid rewriting software is completely out of my ballpark (and I imagine most people's, heh). My limit is a touch of .xml editing
  15. You can bind weapons by "bolting" the gun or lightsaber to the r_hand tag surface. And indeed you can do the same with fullblown player models; and with tag surfaces the models don't shrink as they do when bolting to the bones. The only problem is none of the tag surfaces align perfectly with the host model. Hm, though this does lead to a thought; if somebody familiar with modelling could clue me in on how tag surfaces are implemented exactly, and whether or not it is possible to add tag surfaces to an existing model without having to rig/weigh the whole thing again, it might simply be a case of adding an appropriately aligned tag surface to the original model, then bolting a second model to it in Modview to load both models simultaneously. Think I might have gone a bit rambly there, so apologies if I lost anyone, heh.
  16. Hullo again folks! Is there any trick to getting Modview to load two models simultaneously? The nearest I can get is bolting a new model to the "motion" bone, but the only problem is when bolting a model to a bone it is loaded at half the size. If there was a way to get around this, my problem would be solved, as it seems the 'motion' bone bolt-on would line up directly with the rest of the model if it was full-size.
  17. Not clone-related, but another Clone Wars-era reskin I made on a whim earlier today. It is Asajj Ventress in an outfit inspired by, if not an exact replica of, the bounty hunter gear she wears in her later appearances in the TV series; It's made largely from cut-and-compiled textures from the original model (the armour is a combination of two different skins from neomarz's female Mandalorian) and Hirman's Asajj Ventress (mainly the head). All I did was put the thing together, skin the arms and legs, then made some cosmetic changes here and there to touch the whole thing up. As such, this may never see release as I'm not sure how active those two users are so getting permission might be tricky. On the off-chance they're still around though; @@neomarz1 @hirman Let me know what you think EDIT: Just realised @ is Hirman's alias these days.
  18. The cyan was darker originally, but they looked too close to the 501st blue to really stand out, so I made it a little more vibrant. As for more damaged versions, I may add more "battleworn" looking appearances before release. It's a fair criticism, was definitely my least favourite result of the bunch. Will probably revisit Trackshot at some point, once I have some better ideas for what he could look like under the helmet. Before I colourised it I add some segments to the chestpiece in the texture file, then gave it some depth in the paintjob. It's all texturing though, I've not added any surfaces or meshes to the model itself.
  19. Pick a nice background image for the icons, then use Modview to "bluescreen" snapshots of the models over them. Quick example I knocked up to show what I mean, using this; http://www.wallsave.com/wallpapers/1920x1200/star-wars/625977/star-wars-the-old-republic-logo-625977.jpg So you end up with; + = Obviously you'll be able to do a better job, that's just a two-minute hack-job for example's purposes, but that method should net you some decent looking icons in the end.
  20. Made a new Commander and his trooper, and added helmless versions to all the clone officers. Some have also been given custom face textures, which I'll display below; Commander Frenken; A trooper under Frenken's command; Helmless Commander Falco (or Commander Sideburns); Helmless Commander Sohn; Helmless Commander Trackshot; Helmless ARC Trooper Fives; EDIT: Just realised Fives and Frenken still haven't had their kama-kilt straps added. This has now been fixed, despite the images above.
  21. This. Practically every texture/effect you could realistically need has been done by someone before, and most are happy to show off how they accomplished it.
  22. If you are testing it in ModView don't forget to activate 'Alpha Blend' under the View tab.
  23. It definitely works with .png (used it a couple of times on my clone skins), never used it with .tga though. Let us know if you run into any more trouble and I'll do my best to help out.
  24. Those are some sweet-looking clones. Glad to see you managed to conquer Jesse's helmet, by far the trickiest of the bunch.
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