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Bart

JKHub Staff
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Everything posted by Bart

  1. Even the randomized NPCs in singleplayer aren't actually randomized. The colors of their RGB parts of uniforms (you know, that one where you select the color of editable parts in character creation in SP) are the only randomized things. Other than that, spawning is set in stone. There is always jedi_kdm1 in that specific spot on Korriban, jedi_kdm2 in that specific spot on the second part of Korriban, etc.
  2. 10/10 in every field. The level of detail within the maps and the awesome atmosphere is completely beyond words. Everything has the mystical mist behind it, the tension created by the shadering, is just perfect. Every model and effect seems like perfectly connected. Can't wait
  3. But... Why? There is already one wonderful Vader model, I forgot whose is it exactly - it's been a part of Movie Battles and Movie Duels both, I think. The differences between Darth Vader in the movies/comics and Darth Vader in Rebels are cosmetic, very little. You won't be able to capture those differences in the game as old as Jedi Academy in no way.
  4. Well, thanks for the replies. I don't grasp any single thing in 3D modelling programs, and I doubt I could afford so much time to learn it on my own, so topic can be closed.
  5. Any chances?
  6. Yep, stuff like that. Also, in Open Jedi Project, NPCs (I mean the ext_data/npcs one) with JK2 models tend to crash the servers randomly, and in many other mods animations are completely bugged.
  7. Hello, I am wondering if there is anyone here capable of converting original Yuuzhan Vong model for Jedi Knight series from JK2 skeleton to JK3? http://mrwonko.de/jk3files/Jedi%20Outcast/Models/Star%20Wars/3672/ The model is based around Jedi Outcast's skeleton and as such provides some problems with some mods when used in Jedi Academy and related mods.
  8. 1. BARC Speeder 2. Mas Amedda 3. Ima-Gun Di
  9. But actually, it is possible and achieved in OpenRP mod! https://github.com/Fighter1/OpenRP In this mod, there is a function named /setStun which basically tiggers your weapon of any sort into stun mode. That is really in tune with Star Wars, where most blasters had a stun module and could be used to shoot stunning projectiles, even in the most basic and common rifles, like E-11; that famed scene at ANH where they were hunting Leia. In OpenRP, that function throws a player/NPC/bot into stunned mode - specific animation is being played, the player controls are removed and player is basically paralyzed. In the mod itself it works for a specific amount of time, but I guess it wouldn't be hard to set it as a permanent effect until somebody actually kills the person in question.
  10. http://jkhub.org/files/file/1484-qeffects-pro/ I am interested if it's possible to alter the .ini file in one specific manner. As it is, the mod itself is almost perfect for me - great improvement of JK3 graphics that's simply awesome. Still, I would like to somehow keep the motion blur intact, but lower it significantly. The motion blur, as it is now, doesn't suit my eyes very well, tbh. Are there any preset .ini files? I've tried doing that myself, but I'm far too unfamiliar with such things.
  11. Tbh I like those ESB hair on RotJ model. I don't think Luke would go over the top to keep his hair constantly the same, lol.
    1. Show previous comments  4 more
    2. Agent Jones

      Agent Jones

      thank mr skeltal

    3. Onysfx

      Onysfx

      Not another of these things :/.

    4. Bart

      Bart

      It's 36 minutes since your post @Onysfx I'm afraid no calcium for you :(

  12. Matter of how English is used in different environments I suppose, since in most internet societies I know it's used as far more loose word without any medical connotaions But thanks.
  13. I think both me and Kualan would be most grateful for some simple instruction like "UV remaking for retards".
  14. So basically... Every time you change something in that model you have to remake the UVs on the Iktotchi's horns? @@Jeff
  15. So it seems we discovered a kind of Holy Graal for Blender modelling... Except it's the negative opposite.
  16. Interesting. You had the same problem when trying to frankenstein Saesee from the scratch? Oh, just seen the post above. @@Jeff, any hope for a miracle?
  17. I guess it's some sort of problem with exporting JK2 models. I tried to fix it for my friend, but just couldn't do it, especially with no knowledge on Blender and just testing it randomly, lol.
  18. Out of curiosity, wouldn't you try to rework Saesee Tiin (Iktotchi) in Jedi robes? As you might probably see, there is a small bug within the model. It works fine everywhere, but if you open your .glm in Blender, and try to do anything, it seems like head_horns UV mapping is bugged and it's impossible to export the model back after some changes.
  19. Thank you very much, that's what I needed!
  20. It's not an actual request, but I believe this board suits my thread the best. To keep it short - did anyone ever see a model with the head looking like a skull? It can be a human-like skull, pretty much any sort. For example, something like that: Any tips?
  21. If you send me the .pk3, I can try to make some alternative faces and clothes colouring.
  22. It's really great, and speaking for myself, I would gladly use it for RP'ing. Perhaps I could even make a few more versions, retexturing the main one with different colors, making some new face variations and stuff.
  23. It's definitely something totally unique among JK3 models, lel. Has some unique build to it, unlike most models that go around the same variations of clothes and faces, and the same SW design of common clothing, and stuff. The only thing I would change - the boots textures, and I could possibly try to modify them myself if you're not sure about it. Right now that "shiny" part at the top of the boots looks quite weird with the stronger shadering (be it game's .shaders or just the texture), when compared to the trousers of the guy. I really like the trousers - they fit the design, and even though they're bending weirdly forward around the knee-level, it resembles some new pose, and it's not like people can't stand or move in such a way. At least this adds more variety (if that's caused by the animations, screw that ). Helmet is unique and awesome. With the possibility to switch it on and off it would add wonderful possibilities for roleplaying with that model. Overall really great.
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