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TheHusseler's Achievements


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  1. Is 10k an overall limit with jka models? I wasn't aware of that, so that's good to know. I had removed a good bit, took out the hosing on his side, the lightsaber on the hilt, some stuff on the belt and done a diffuse on stuff like the hands, so I probably shaved off a good number of vertices but I doubt I made.it to 10k
  2. I've been trying to figure out how to do this all week and I've finally decided it's beyond me, I need to try other conversions first. I figured it was worth putting here in case anyone with more modeling ability (I have very little) is interested enough to take a stab. This is a fan-version of Revan I found, really liked it. Not necessarily true to Revan, but as a model it's great looking. Here's the link. https://steamcommunity.com/sharedfiles/filedetails/?id=2018997751&searchtext=sith+playermodel I ripped the model from gmod already, if you want it I can upload the ripped .obj and textures with it. I might try it eagain eventually if nobody is, but I think it'll be a very very long time before I'm ready for anything like this.
  3. I'm having a difficulty with a blender model I"m working on. When I export to glm, it no longer opens in modview because a surface is over 1000 verts. In blender none are however. I tried exporting and then reimporting to see if the exporting changed anything, and indeed it did. There were now 2600 vertices on one object that had previously been only 700 vertices. I have tried everything and I can't get it to reduce or export correctly
  4. Is it just called weight transfer? I'll look into that for sure
  5. I asked someone for advice on converting a playermodel from Gmod to JKA, and he walked me through a bit of it. The part that seems extremely slow is the weighting, to the point where it took him two full days to make one before, and I can see why considering how long it's taking me to weight each part of this model. My question is: Is there a more efficient method? I've seen comments from people like Jeff where they threw together a new model in a couple of hours, and as I"m doing these weights I just don't see how that doesn't take significantly longer. Is there a quicker method, or is it an issue specific to ports?
  6. I've seen models of The Clone Wars Anakin, and film Anakin. It'd be cool if someone made a model of Anakin from the original Clone Wars series. The blue paint, shirtless look is pretty sick. I think the parts where he still has his robotic arm would be best to keep his arm as well, and it can even be a reskin of his film head or something like that, but if anybody could make this they'd be my hero
  7. I ripped a hairstyle from another game, and it uses alpha transparency in some areas, essentially the texture is white/blank in those spots. Is there a way to use a shader to apply transparency to those areas?
  8. Yeah I would really love if there was one. Hopefully someone with the modelling ability necessary agrees
  9. I'm curious if anyone has made any sort of model for the Voss species from SWTOR. One of my favorites in all of star wars, their clothing/armor/eyes/coloring are all really cool to me, so it'd be awesome to be able to use one for JKA. The outfit above and below in particular is my favorite, as well as getting a head would be amazing.
  10. Have you worked any more on this? Looks amazing
  11. Ever done a Voss Mystic? Or really anything of the Voss species?
  12. Saw this during a google images search recently and I'm curious if anybody knows of a model like this out there. I really like the lean robe look, the grey colors, and armor under the robes. The particular helmet style I can take or leave, but it'd be awesome to have this model. As for helmets, I'm curious if anybody knows of a model with this type of Mando helmet?
  13. I checked it in comparison to a different model and it's placed correctly. And even then, since I'm only importing a working .glm and exporting it back, no changes would have been to it after it was a working model. Thank you for the suggestion, I was hopeful that was it.
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