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Everything posted by Kualan
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Adding accessories to a model without having to reweigh it.
Kualan replied to Kualan's topic in Modding Assistance
Sorry for the bump, but wondering if anything had come of this? -
Not to sound discouraging, but I think this has been done before. Some mods on Moddb and JK3 achieve the same I think, from memory. Still, good luck with your modding.
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Looking forward to seeing that Phase 2 Fox, after seeing him in the recent episodes. Keep up the good work, man.
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I forgot to update this thread, Volume Three has begun to be "published", with three issues uploaded to the site so far. Managing to get up an issue every 5 days so far, and will probably keep to that schedule for the next issue. No idea about beyond that, depends on the sort of technical scale future issues require (big battle scenes take more time than one-on-one conversations as you might guess!) Have also tried to introduce facial expression based on feedback in this topic. I haven't gone overboard with it so as not to disturb the established style of the comic, but hopefully the new approach is an improvement, and is something I can continue to tweak and improve as time goes by.
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They're looking great, excellent replication of the individual markings.
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Motivation is more important than anything when it comes to this sort of thing. Just keep doing whichever one grabs your interest at the time.
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How's the Phase 2 Wolffe coming along? Was thinking of giving it a go myself if you've run into the problems you anticipated. I imagine it's tricky, that particular helmet. If you've found some decent reference material, I'd be happy to give it a shot.
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Sorry to be about as useful as 'try turning it off and on again' but have you tried deleting and re-adding the number?
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Managed to find an interesting Photoshop tool to use to solve the above query. For anyone ever needing such a thing, the Liquify tool under 'Filters' is tremendously useful for altering facial expressions and what have you.
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Thanks for the nice words folks! RE - facial expression, definitely something I want to work on. Over the course of the comic I've learned new Photoshopping tips and tricks and it shows; lightsaber duels look better, motion is conveyed more stylishly, etc, but facial expression remains an enigma. Anybody with a proficiency in Photoshopping know any good tips for how to do it in a way that doesn't come across looking like a Robot Chicken cartoon?
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This was being spoken of in another thread, but I didn't want to hijack it so thought I would set this up here. I make a fan comic set in the Clone Wars, and create it using a combination of Jedi Academy and Empire at War assets. JKA (particularly ModView) are the main programs used to make the comic, and it is through making this comic that I took up creating skins for various characters I wanted to feature. Though these days I try to skin as much as I can (the Captain Rex skin and some of the other clones are my work for example) I keep an extensive Credits page on the comic's site for all the models and maps I use in the course of indulging this little geeky hobby. Though some of you might get a kick out of this, and if you like the above you can check out the rest of the comic (24 issues have been uploaded so far, making up 2 Volumes) at http://talesfromtheclonewars.net Update 8th July 2017: Photobucket has decided to mimic ransomware and disable all 3rd party hosting (such as forums) unless their users update to a $400 a year account so I've made the full jump to Imgur now. Pain in the ass though it was to do so, I'm glad Photobucket finally gave him a last excuse to leave behind their slow, bugged uploading system. I've reuploaded the back catalogue for the first three volumes to Imgur and all issues can now be found at the following links: VOLUME ONE Issue One - The Hypori Pursuit, Part One: https://imgur.com/a/Kofbm Issue Two - The Hypori Pursuit, Part Two: https://imgur.com/a/I2RJJ Issue Three - Past Grievances: https://imgur.com/a/MD71u Issue Four - Devaronian Dealings: https://imgur.com/a/QxMmk Issue Five - Way Of The Sith: https://imgur.com/a/rDlP0 Issue Six - A Single Spark: https://imgur.com/a/233vM Issue Seven - Clash On Concord Dawn, Part One: https://imgur.com/a/HxcBm Issue Eight - Clash On Concord Dawn, Part Two: https://imgur.com/a/jTy0h Issue Nine - Broken Alliance: https://imgur.com/a/yJgiW Issue Ten - Fallout: https://imgur.com/a/j5eCB Issue Eleven - Vengeance: https://imgur.com/a/uZaCD Issue Twelve - Justice, Part One: https://imgur.com/a/a2Cpr Issue Thirteen - Justice, Part Two: https://imgur.com/a/vhAFp Issue Fourteen - Justice, Part Three: https://imgur.com/a/4UUEz Issue Fifteen - Justice, Part Four: https://imgur.com/a/UY6pz VOLUME TWO Issue One - The New Frontier: https://imgur.com/a/cUPMJ Issue Two - The False Champion: https://imgur.com/a/icQ4e Issue Three - Butcher Of The Outer Rim: https://imgur.com/a/KYthJ Issue Four - Confessions: https://imgur.com/a/xpeIV Issue Five - Descent, Part One: https://imgur.com/a/g44k2 Issue Six - Descent, Part Two: https://imgur.com/a/Pbfqp Issue Seven - Descent, Part Three: https://imgur.com/a/7vwqr Issue Eight - Fugitive: https://imgur.com/a/JTVvl Issue Nine - Hutt Diplomacy: https://imgur.com/a/PPmMj Issue Ten - Horrors Of War: https://imgur.com/a/tz6Vn Issue Eleven - Intrigue: https://imgur.com/a/vFSeK Issue Twelve - Cutting Ties: https://imgur.com/a/V2N7k Issue Thirteen - Echoes Of The Past, Part One: https://imgur.com/a/iVIYk Issue Fourteen - Echoes Of The Past, Part Two: https://imgur.com/a/E6O2X Issue Fifteen - Echoes Of The Past, Part Three: https://imgur.com/a/g4M2j VOLUME THREE Issue One - Brothers In Arms: https://imgur.com/a/ZnIhb Issue Two - Conspiracy On Coruscant: https://imgur.com/a/Up7zi Issue Three - Crisis And Opportunities: https://imgur.com/a/3pJP4 Issue Four - Machinations: https://imgur.com/a/Mqw7S Issue Five - Den Of Vice, Part One: https://imgur.com/a/GsBlw Issue Six - Den Of Vice, Part Two: https://imgur.com/a/IQu0t Issue Seven - Lifting The Veil: https://imgur.com/a/EC8DT
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Full disclosure - up until now I also took 'rigging' to mean the same thing as 'weighing'. I've learned my lesson for the day.
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Not sure this is strictly true, in that the creator would know when taking the job that this was work with monetary incentive. But it is certainly enough of a murky area that no developer is going to waste time and money pursuing such a frivolous thing.
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But making a mesh doesn't violate the EULA. It has been said numerous times that we're talking about a scenario in which the modeller is being paid for the model, not converting/rigging it for in-game use. They make a model for a price offered by the buyer. The buyer then does all the tedious stuff getting it in-game. If they went on to try and sell the completely JKA rigged model to others for use in their game, then it would be illegal yes. But the original mesh-making is not. It's the same policy with Star Wars fan films: A director can pay an actor for his services and time, but after he has put the acting, the sound editing, the special effects together into a fully-fledged film he can't sell that on for others to view.
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Sorry mate, but I don't understand the comparison. What is illegal about paying someone to make a mesh?
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You seem to have already made up your mind.
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I've been dipping my toe in the moddeling game recently; please do post what you would like to see done. If it grabs my interest I would be willing to give it a go (no promises - and no financial incentive required).
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Which helmet model are you using as the base? The standard Phase 2 one?
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Very nice! Can't wait for the full release.
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Typical! A problem plagues me for days and moments after posting this topic I find my answer! For those also looking for the answer here, read the 'Advanced Usage' section of this ModView tutorial by HapSlash: http://hapslash.tripod.com/jkii/modview.html
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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: 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: 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.
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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.
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Nice to see the 212th getting some love. Got back to a decent computer today after the holidays, and knocked these up: Going to test them in-game at some point tomorrow, and hopefully release them in the near future after getting permission from those who made the models, etc. Hopefully they'll be the ideal counterparts for your Phase 1 versions.