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Everything posted by Teancum
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[JAEnhanced] Enhanced Development Platform (EDP)
Teancum replied to eezstreet's topic in Jedi Academy: Enhanced
Maybe an in-game video might help. I'm not the most observant guy but I don't see a difference. -
Sample versions of the Gran Male/Twi'lek Male have been released. Ignore the icons. They're a hodge podge from other projects, and I haven't updated them yet. This version is for testing only or for those who just want to try things out and not really provide any feedback. A proper version will be submitted to the files section when the time comes. I'm just releasing these now because I'm going through a bored phase. https://www.mediafire.com/?zx6frzn5700jqg0 Have fun!
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Which ship should I place in the JH3 Main Hanger
Teancum replied to AngelModder's topic in Mod Requests & Suggestions
I voted the Outrider, but I'd suggest the Otana (also a Correlian freighter) from X-Wing Alliance. It's not been used in many places, and you can get a hi-res model from xwaupgrade.com http://starwars.wikia.com/wiki/Otana -
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Teancum replied to General Howard's topic in WIPs, Teasers & Releases
It's probably using a separate cutscene model rather than controlling the player model. Should be simple enough to fix if so. Depending on the situation you can set the cutscene actor model to the player's model/skin in the Icarus script. If you decompile it you can open it in notepad and make the change. I don't have MB installed, so I can't say for sure if that's the case. Regardless, what I'd probably do with all future scripts is have one that sets the player skin at the start, then have any cutscenes reference the player skin for cutscene actors. -
@@Jeff -- if you'd like detailed GCW-era ships, like the Outrider, be sure to check out xwaupgrade.com, as theirs are really something special. Nice work on all of those!
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UE4 feasibility test (porting Kejim WiP)
Teancum replied to ClydeFrog's topic in WIPs, Teasers & Releases
Seconded. It's a noble attempt, but in the end what UE4 does is show how non-detailed the environments are when put in a modern engine. We find it quite passable in the original because it's ID Tech 3 and the level of detail we see is expected. -
I can make a separate set of goggles for him, but I'm not a skinner.
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New Twi'lek head, modified from the female. I'm not the greatest texture artist, but I think it turned out decent. Note the vest and chaps on the character. Have to fix the hands, then the Twi'lek should be done.
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Yep, Ramikad is right. Make sure the _humanoid folder is in the same folder as your model folders. For example: /Jedi Academy/base/models/players/_humanoid /Jedi Academy/base/models/players/MyModel
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Nice! I assume it's rigged to the JA skeleton now?
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- 13 comments
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Love it. Makes me want to play Episode I Racer with Teemto Pagalies (same species)
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
The mod won't ever be totally complete, so I recommend you play the six level demo here: https://jkhub.org/files/file/1540-dark-forces-mod/ -
Personal preference, I suppose. I guess I'm a bit nitpicky and want the species button to actually change species rather than multiple types of the same one. I don't plan on pushing past the base surface limit, however. In the end surface-wise there aren't a ton more than the base models, I just mix and match between Hapslash's stuff and baseJA stuff.
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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
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Started a Twi'lek male species. Here is the head by @@Luckxzs on the base species base model I kitbashed. Below that is a modified Bib Fortuna head by @@Langerd. Both heads support eyes/mouth movement, so no they're ready to go. I think I'll go much more for a jedi journeyman feel instead of the robes approach. I have to still switch out the hands for better ones and add body parts. Any requests for torsos? The default is the normal human model, so if anyone wants things like collars, belts, shoulder pauldrons, etc from baseJA models on it let me know.
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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 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.
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Rigging a 3d model with the humanoid gla skeleton in blender
Teancum replied to cocco1960's topic in Modding Assistance
I'll actually try to be helpful: For those who need a tutorial on rigging a character, or even specific parts (such as the mouth), this tutorial is GREAT. He starts off talking about the actual creation of the skeleton, but from around 9:15 on it clearly shows how to rig and weight paint in Blender. -
All Battlefront maps have their source with the mod tools. The terrain is generated by the level editor, but trees, etc are props.
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What's funny about Rebels is that it's very much like Clone Wars. People hated on the first season of Clone Wars just like Rebels, but once both series found their footing they became amazing. I'll miss Rebels, but I'm looking forward to what comes next when it's over.
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I'm not volunteering or anything, but I love how unique that lightsaber is. Good find!
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What are you looking for specifically? Star Wars Battlefront II has an excellent Dagobah map that's about 50% props, and it also fits under the okay-to-port clause in the EULA.
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I dig Callus' new look.
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Self-bump here, sorry about that. Looks like the Gran and Trandoshan are going to be the first to be released. All jedi male body types will be included as I mentioned above. I have one main body with all the Kel-Dor, Human, and Rodian males plus Hapslash's jedi robes. Also, the Trandoshan will have the mouth bones weighted, which means the mouth will move when he talks (which is a big deal for me). My goal is to also upgrade the existing male species for the first release of the pack with these additional torsos/legs, and add new heads where I can (like stuff from Spanki's mods and @@DT85 and his Old Ben robes). I've seen some suggestions for other species, like @[member=Luckxzs]'s Twi'lek male and the Devaronian male by @@AshuraDX -- I'll add them to my list. I'd also love to do a proper Bothan male. Also let me know if there is a specific body part you'd like for me to add, such as a TIE Pilot outfit or something. Some other things I'm hunting for that might help with new species if anyone knows where to find some I can get permission for (male species for now, female will come later). Specifically I'm looking for head variations, so if there are different authors that have created things, that's even better as head variants won't be just reskins: SullustanBothanDurosMon Calamari **I threw a few mentions in here. If you see your name and are cool with me using your assets, great. If you'd like a formal request, just don't say anything regarding permission and I'll put a formal request to you. For those who need a tutorial on rigging a character, or even specific parts (such as the mouth), this tutorial is GREAT. He starts off talking about the actual creation of the skeleton, but from around 9:15 on it clearly shows how to rig and weight paint in Blender.