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Kualan

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Posts posted by Kualan

  1. 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?

  2. 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
  3. 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!

  4. 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
  5. 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.

  6. 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.

  7. 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?  

  8. 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
  9. 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
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