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Posts posted by Kualan
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What exactly are you trying to import? A vehicle? JK2 model? Anything that doesn't use the vanilla JKA skeleton?
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Have that model in .fbx but can´t import it to Blender I can only export as .fbx
There are different kinds of .fbx. You need to use the converter to change it into one that will work with Blender (such as FBX 2013).
Tompa9 likes this -
You need to use this: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909
To either convert it into a .fbx format that Blender will recognise, or convert into a more universal format like .obj
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I think if you use entity modding, you should be able to change them to whatever you want.
That's what I thought too, but no luck so far.
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I voted Revenant, but I'd prefer a prequel-era option personally.
AngelModder likes this -
What model are you attempting to use? For /playermodel to work in SP, there needs to be a .npc file created for that character. If it is one downloaded from the Hub it might not have that.
Aidor likes this -
What exactly is in the _humanoid folder?
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Nice! Just did the Y-Wing too, have you got the different skin variations?
EDIT: Ah yes, can see they're included in the folder. Nice work!
Jeff and TheWhitePhoenix like this -
I dont' know much about entity Modding, i managed this by editing the code, i used the random function that's in the code to spawn 4 different Npcs as the Jedimaster, also did the same with Jedi and Jeditrainer,
it was the easiest way for me.
Could you elaborate on this a little?
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Hullo folks,
So I've just started dipping my toe in the world of entity modding and I have what I hope is a fairly straightforward query.
I have successfully set up the .ent file and it compiles correctly into the .bsp, however now I'm just trying to figure out which part of the entity file to edit to change which NPCs are spawned for which marker.
In particular, I'm looking at academy1.bsp as an example. What I want to do is replace all those Jedi Master clones that appear in the crowd with individual NPCs to give the academy more variety.
I can find the 'teacher1', 'teacher2' etc entities but I can't find what affects the model they use - for example, the one master that uses the Jedi Trainer model instead of the Jedi Master model has nothing in the entity list to identify this difference.
Which part of the entity value do I need to edit, and how do I specify which model/NPC to use instead for each individual spawn?
Smoo and Penekowski like this -
i didnt change the random jedis.
the mod uses the original ones
I'll check the replaces.
To tell the truth this map is uses
Kyle replace,Stormy replace,Tavion as Kylo replace,Luke Replace, Rosh Replace and i think thats all
Aye, I know you haven't replaced the random Jedis yet, I was just wondering if in the course of your modding you have uncovered a way to do so for individual spawns. Ah well!
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I'm impressed with how you're able to change where so many vanilla cutscenes take place.
Is there a way to fundamentally change the spawners other than replacing the NPC files?
For example, most of the background Jedi are spawned from jedi_random.npc, but is there a way to make each spawner point to a specific .npc file?
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Sweeeeeeeet!
For the best result you will want to import the .ase (not the .md3) version of the model you're replacing into Blender and ensure the model you're replacing it with matches it in terms of scale and rotation before exporting.
TheWhitePhoenix likes this -
One bit of feedback on the Tiplee Twins - I've noticed some clipping/deforming at the back of the neck during the idle animations (BOTH_STAND1IDLE1 in Modview for an example).
Scerendo likes this -
Another question @@Kualan: Is it possible to replace the Z-95 with any other ship in the same way on the maps or is that ship a static part of the maps such as Bakura and Korriban?
The exact same way - replace the Z-95 md3 and it will replace the static landed version that Jaden disembarks in.
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How did you modify Wedge's X-Wing in particular? I'm sure that @@GPChannel Channel would appreciate the info for his TFA mod.
Wedge's X-Wing runs off the x-wingnogear.md3 in models/map_objects/ships/ rather than the vehicle .npc file, so you just replace that with a different md3 given the same name and voila.
TheWhitePhoenix and General Howard like this -
If it used to be on JK3Files, you should be able to find it here: http://mrwonko.de/jk3files/
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Those Tiplar twins turned out really well, given the limitations of the base game - and Cassian looks sweet!
ZanderNao, Scerendo and JAWSFreelao like this -
I've submitted an update for Plo Koon which will feature model adjustments, higher-res textures, full dismemberment and roleplaying support.
I've also been playing around with modding the wider game, building on @@Circa 's old prequel mod as an inspiration:
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Didn't know Zao appeared in that game, although its still impressive.
It was a model of Teemto Pagalies from the podracing segment of the game. I edited it to remove all the podracer gear, retextured it to better resemble Zao then kitbashed it with other models and gave him the lightsaber cane to complete the image.
Teancum likes this -
I thought the same thing! Where did you head the head mesh? didn't know there was one of these guys around!
Thats incredible, dude!
I think thats one of the best original models I've seen so far.
I can't claim credit for it as an original mesh - the head comes from Star Wars Kinect, though I've made numerous edits and adjustments to it in Blender, as well as retexturing it in Photoshop. The main body is one of the Kel Dor male options for Jaden in the base game.
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Nice job
I feel like he would of fitted into the Clone Wars really well, I'm surprised they never actually included him.
Agreed - he, Tholme and T'ra Saa would have been nice characters to see pop up. And who knows? They may have done in the end as they were planning on giving Quinlan Vos a lot more to do in the unfinished seasons.
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For fans of the old 'Republic' comic series by Dark Horse, here's Master Zao - a blind Veknoid Jedi Master and an associate of characters like Quinlan Vos and Aayla Secura.
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Just be aware that the more surfaces, the more performance-heavy the model will be, as even when surfaces are switched off the game still loads them to a certain extent.
Blender
in Modding Assistance
Posted
Aye but you need set a .gla override and point it to the JK2 skeleton and/or use the 'Append' feature.
Hm. Silly question, but does the version of Blender you're using match the version of the plugin?