Kiindaal
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Posts posted by Kiindaal
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On 8/19/2019 at 9:03 PM, McGroose said:
Been meaning to make a page showing off my little projects here and there. Really, nothing grand, but some are worth showing off, I think.
On a side-note, everything I do, I make it JK2 compatible.
All large images I post will be posted in spoilers, so I don't force you to scroll through way to much all at once.
I ported a bunch of mod models from JK3 to JK2, like DT85's improved Stormtrooper and his Kyle Katarn, but I'm not going to talk about those since all I did was get them working in JK2 and nothing else. I edited a texture here or there, that's it. Nothing worth talking about. What I am CONSIDERING doing for these mod ports is providing a PK3 that includes just the JK2-compatible model file, but no textures, skin files or anything. That way you will still have to download the original mod, supporting their work.
Starting off, I hated the original look for Tavion, so I decided to give her a new one. I made one with two different options using the armor provided in this Chaosknight model and with a darkened-up texture from this Athena reskin. I included two heads, one with the default Tavion head (JK2 and JK3 variant) and another head kitbashed from his Gweth Kelia mod.
And yes, you can see the feathers on the back of her head, too! Anyone else ever notice that annoying glitch? Fixed it up, was a shader issue.
This part gave me a lot of problems, I learned the importance of including every single limb tag here when kitbashing. Without including every tag, the model looks really messed up when turning their head. Took me a bit to learn that when kitbashing these guys, now they look great in movement, normal like in the original game.
I've also given Tavion a new Posessed variant. The idea was based off this really cool old mod, which takes Tavion and wraps her in this constantly-moving lightning shader effect. Really cool, so I wanted to translate the shader effect to a new, more complicated model. The lightning DOES cover every part of her eventually, it's just hard to get screenshots of them cause the lightning stays on some spots longer than others.
I also used audacity to port all of Darth Nihilus' voicelines to give to Tavion when possessed. What I want to do is overlap Ragnos's dialogue over Nihilus' Sith babble. So far, it all sounds really good and it makes the final boss sound a lot scarier, especially with far higher buffed stats!
Next up, I kitbashed together a Dark Side Rosh. I simply added his head to the cultist body, modifying the proportions of the neck area so that it would look natural. I got the Cultist skin texture mod from here, and the Rosh face reskin from here.
You know what sucks? The "bad" version of Rosh here is only utilized during this cutscene and his boss fight. The cutscene where he leaves with Tavion, and every appearance in the game after, he uses his other Rosh NPC file. That would be fine, except Rosh uses that same NPC all throughout his time in Yavin too. You know what that means? I can only use his new dark appearance in-game until the end of the boss fight, unless I want Rosh looking like an obvious bad guy throughout the entire game.
So that's why he glows here! His apperance is all an illusion, a force trick, made by the Kothos twins who are both controlling his mind and playing a mind trick on Jaden to give the deception that this is what he looks like. The second you beat Rosh here, he goes back to his normal appearance.
Next up, I ported a bunch of weapons from Movie Battles 2 to work in the game regularly, 1st and 3rd person, hud icons and all. Getting the world models to look right was the easy part, it was getting the 1st-person appearance to look correct which took forever. A bunch of trial and error there.
T-21 Blaster for the flechette:
This was the hardest one to get correct, All because once I finally got the 1st-person model to look correct, there was this ugly non-textured arm connected to it. I don't play MBII, so IDK wtf it was. Looked into it, figured out it was a Stormtrooper arm that I didn't port the texture for. I don't want that crap, so I had to figure out how to get rid of it. I couldn't load it in Blender, It's an MD3 model. So what I basically did instead was make the am invisible through a neat shader trick. Worked well enough, it'll almost always be invisible except in some instances where there are heavy particle-effects going on, like clouds of smoke, or texture abnormalities like being near a grate.
DLT-20a for Disruptor
IDK what this is, but it looked cool. So Imma call it Clone Wars Electric Blaster.
Clone Wars Electric Blaster for DEMP2:
MBII Wookie Bowcaster for the bowcaster. I recolored it black. I believe the old one was trying to replicate the design from Republic Commando? I love that game, but that art-style was so unique that many things stood out from the rest of the Star Wars standard designs. I gave it a new dark texture to match the normal bowcaster.
This one isn't exclusive to MBII, it's scerendo's E22 Rifle that was included with his Shoretrooper model. Excellent weapon model, but it replaced the E-11, which I didn't like at all. The Heavy Repeater is a much more fitting choice, so I switched it to the Heavy Repeater.
You may have seen a few pictures above, I kitbashed Desann's head onto Psyk0Sith's Darth Malgus model. Results look pretty good.
His new lightsaber is the Starkiller saber hilt from this mod, resized and realligned to be both smaller and placed in a better spot for his hands. It looks perfect on him!
Ported the JK3 reborn to JK2. I love how the reborn look in JK3, it's what I imagine a bunch of space-cult terrorists looking like, really intimidating. I made a green and black retexture for them, and gave them a shader to make them a little more shiny.
The rebornmaster here actually replaces the regular reborn, the weak orange one. Why? Cause when you play the game on Jedi Master mode, you barely see them. You'll see them 6-7 times throughout the whole game, they'll be quite rare. Perfect to replace with a far more difficult mini-boss type encounter. They've been given Tavion's stats with less health then her. All my Reborn in JK2 and JK3 have random saber colors, except Red. Red is reserved for the big baddies, like in how Dark Forces II, only Jerec had Red while the others have the entire rainbow. I thought that was a neat idea.
Next, I made an imperial commando/imperial navy trooper. I took Hapslash's imperial model. There are lot of other better Navy Trooper models being made on JKhub, but I wanted to try my luck with one.
I reskined it to be a fitting shade of black, removed all the extra crap like code cyllinders and bades and kitbashes the impcommando head model from the Dark Forces demo mod here on JKhub. It looks really good, I think! Unfortunately, I wanted to use the head from the JK3 demo, but it gave me a LOT of problems on blender, I couldn't export the thing, I kept getting a bunch of random error messages every time I tried to work with it (seriously, how did these guys get it to work in game like this?), so I had to use the head from the JK2 demo, which gave me no problems. I'll adjust the helmet itself later to look a little better.
I kitbashed Luke's head from this mod onto DT85's TFA Luke. It looks really good, adjusting the neck took a long time cause it would clip a lot through the collar in cutscenes, I'm not 100 percent satisfied but it looks good enough for right now. A big problem I'm getting, I think cause I messed up a hand tag, is that the way he swings his saber is very odd, like's he just can't swing the entire way. It makes him easy to kill. I'm gonna have to fix that later, too
Gave Galak a new reskin, fitting for an admiral. Based on his badge, he'd be a "high admiral". His head was ported on Hapslash's imperial body. I didn't do that, somebody else already made this kitbash and released it on JKhub a while ago (actually cause I requested it back then, if I remember correctly. Love this mod).
That's it for right now. Anything you guys want from all of this?
I especially love your changes to Tavion and Evil Rosh. Anyway to download these skins?
Ooops. Didn't mean to copy the whole forum when I hit quote. Only meant to copy the anything you guys want from all of this part.
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Thanks Jeff! Looks great. Glad to see the Yuuzan Vong getting some love to.
Jeff likes this -
Hello Jeff. I just want to start off by saying I am a huge fan of your work. A few years back you made a really detailed Darth Tenebrous kitbash which I downloaded out of your dropbox. I made an npc file for it to use in single player but every time I spawn the model it appears without a lightsaber blade. The hilt appears in hand, but there is no blade. I was using default lightsabers, but none of them work. Is this a rigging issue or something in the animations perhaps? I know its been a long time since you released it and have since moved on to other projects, but I was just curious if you had any insight as to what maybe causing the issue. Thanks for any suggestions you may have.
TheWhitePhoenix and Jeff like this
3ds Max GLM Tutorial - Characters, Creatures, Vehicles, Sabers and Weapons
in Modelling
Posted
Thanks for the helpful tutorial. I frequently have the problem of models not displaying a blade on their lightsaber when I load them in game. I know this has something to do with assigning left hand and right hand but I'm not really sure where to go to do this. Sorry for the noob question, but if you have any advice that would be great.