Jump to content

Kualan

Members
  • Posts

    1,267
  • Joined

  • Last visited

Posts posted by Kualan

  1. Great idea. The rebel helmet doesn't really work for the species I'm working on right now, but I'll remember that. I took your advice on some other things though:

     

    *Added Jan's chaps to hipsi (the "default" hips from baseJA)

    *Added Jan's goggles to Twi'lek male headA

    *Added Bespin cop's hip holster to hipsi

    *Added Kyle's collar to torsoa (the "default" hips from baseJA)

    *Added rodian's vest to hipsi

     

     

    Also, would anyone be upset if I got rid of dismemberment caps? They take up a ton of surfaces and if I just remove them I can add several more parts to the model. I haven't decided, so I'm looking for honest opinions

     

    You should try to avoid pushing up against the surface limit anyway, let alone deleting needed surfaces. I didn't realise you were planning on putting all these customisations into a single .glm

     

    Instead of cramming all these customisable parts into a single model, why not space them out over several?  

  2. So the Gran and Trandoshan are pretty much done for the initial release. Because Hapslash's jedi robes have so many surfaces I was limited on the number of combos I could do for the torso (I hit the limit). So far it works perfectly with the default version of the game, so if you for any reason don't want to use OpenJK (why wouldn't you?) it won't be an issue. Here's a quick shot of the Trandoshan. It has three head models, each with a green and orange version: the JA one (pictured), Darth Shiftee's head, and Kualan's conversion of the SWTOR head. I realize it looks lowrez, but LOD0 for this head wouldn't export in Blender, so I had to use LOD1. Still gotta clear the SWTOR head conversion with @@Kualan

     

    n6awBal.jpg

     

    Plans are to get the Trando, Gran and Nautolan for the first go-round as well as OJP's RGB sliders for the character menu. Still looking for more unique leg models to merge in as well. @Jose_Carlos has some cool legs on his Celas Nien model, so I may ask for permission to use those. I wanted to do robo-leg Maul, but I don't see that meshing very well.

     

    I'm not actually a huge fan of the SWTOR head but you're welcome to use it so long as the people I credit on the file page receive credit too.

    Teancum likes this
  3. I like the video, it makes good use of both Empire at War and JKA to tell the story, but one critique that really takes some of the polish off of it - the grammar. I'd suggest taking the extra time/effort to proof-read the subtitles before publishing the video as they seem to have numerous errors at the moment (inconsistent lower/uppercase, for example) that stop the viewer from being able to immerse themselves in the story, at least for me.

    Delta-573 likes this
  4. Both in the comics and in the trailer the face looks very much like Palpatine. Perhaps either to keep the presence of the Emperor at all places at once, or just a copy of some of his followers (they also had disfigured appearance).

    I really hope this is not some sort of a Digital Copy of Palpatine's mind or a cloned head inside the glass jar. It would be really cheesy.

     

    Also I feel strange, that the Empire would rely so much on a droid. Given the fact, that it was formed out of the Republic, which fought against CIS with its Droid army, it's really strange, that the Empire would use a droid instead of a human commander...

     

    In the comics it is implied these droids simply operate to pass on Sheev's intended orders in the result of his death and little more. Only those loyalists who were faithful to the Emperor himself rather than just the Empire as a whole really pay them any attention. In the case of Shattered Empire, said orders are to implement Operation Cinder, the targeted destruction of several key worlds as a 'scorched earth' style policy.

  5. I recently did an overhaul of a lot of Jedi models for my comic (mainly adding accessories like sabers-on-belts, comlinks on the wrist, etc) but it gave me an opportunity to revisit and tweak some long-standing WIPs, as well as update some old releases.

     

    For example, Plo Koon has been given a higher-resolution head texture as well as some model adjustments to his robes (he has a longer tunic design than most Jedi):

     

     

     

    ConceptPloKoon_1.jpg

     

     

     

    I've also made progress on the rigging/weighing of Shaak Ti and Jedi Doctor Rig Nema, so they will probably be on the cards for release soon too:

     

     

     

    ConceptRigNema3.jpg

    ConceptShaakTi3.jpg

     

     

     

    And lastly something for the casual clone fans. Will probably be part of some future follow-up pack of clones:

     

     

     

    ConceptCloneNC.jpg

     

     

  6. Are the models that you use here going to be released for the community? That hutt model is fantastic. 

     

    Some models aren't actually from/rigged for JKA. The various Hutt models come from a range of sources - Star Wars Galaxies, Kinect, the old Battlefront, KOTOR, etc. I just use the same green-screen methods to put them in the comic as I do any JKA model.

  7. Some tips to help you gather more interest:

     

    - Give more detail. What is the story going to be about? You don't have to give specifics, of course, but more detail than you currently have. What era is it set in? What sort of tone are you going for? Are these funny comic strips? Are they about a band of Rebels, or a Jedi Knight, or some ancient Sith etc. The best motivation is to get potential partners excited about the project, so give them something to whet their appetite.

     

    - What tools are you wanting them to use? Don't wait until someone has volunteered, spell it out here and now. This will let people know if they are tools they're already familiar with or if they'll have to learn them - which gives them realistic expectations in joining the project.

     

    - Clearly define what you will be contributing to the project and what you want from your prospective partners. Are you the story guy, and they the technical wizard who puts it on screen? Are you looking for a collaborative writing team who shares responsibility for every step of the process? Lay out exactly what you're looking for so you avoid any awkward moments later down the line.

  8. The names need to be changed in three places:

     

    1. The name box in the Object tab

    2. The G2 properties box further down in the Object tab (nb: The name entered here must be exactly as it will appear in the .skin file)

    3. The name box in the Object Data tab.

     

    1 + 3 should match exactly, and avoid capital letters. It can lead to issues with Modview.

  9. Yeah, it would be very difficult to get a good representation of Scarif in JKA. Other big maps like Hoth or Geonosis have the benefit of being able to use mountains/other impassable terrain to help block off the horizon and cover the transition from map-to-skybox. Scarif however is surrounded by nothing but open water so you'd just end up wading out to sea and hitting the skybox in short order.

  10. By the way, I remember a long time ago, someone posted somewhere on the forums how you can add lightsabers\ guns to the character in Modview. Can you remind me? Also, is it possible to add the swoop bike\ Tauntaun to the character (as mount) in Modview?

     

    Damn it, Modview doesn't want to open character, says

    despite me extracting the whole assets1.pk3, and copying _humanoid.gla into the character's folder. What gives??! :mad:

     

    _humanoid doesn't go in the characters folder. The file directory must match what is in the assets pk3

     

    So it should go Base -> models -> players -> _humanoid

     

    With all individual character folders in 'players' too.

     

    As for adding sabers, guns, extract the 'weapons' folder into Base - > models as well, then in Modview open the tags list on the left hand side, right-click the r_hand tag and click 'Bolt to object' and then select one of the weapon models.

     

    Mounts work the same way, except you load the mount first then right-click the driver tag, and 'bolt' a player model to it. Then just select the relevant animation to make it seem like the character is riding the mount.

  11. like this!

    one question for the knowledgeable - how do I make my own comic? I have a few ideas, and I understand that I mainly need to make screens, edit and arrange them, but how do I animate the characters properly for the screens? :(

     

    I use Modview (available for download here on the Hub) to post the characters how I like them then use 'greenscreen' techniques to move them over the scene in Photoshop.as @@Cerez said. I keep meaning to make a full tutorial for it one day, but for now you can see a brief overview of the process in my Hub interview here: https://jkhub.org/topic/7215-interview-with-kualan/

    NumberWan, the_raven and Cerez like this
×
×
  • Create New...