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Everything posted by Teancum
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Yes, but with more model choices.
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Yes
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I agree. I know there's the Star Wars Galaxies models, and there's Bib Fortuna as well. Options are somewhat limited but still available. My hope is to get one main body then make it easy for anyone to kitbash from that point.
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Oh yeah, that's right. I'll make that change.
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So a quick set of bullet points -- I don't want to do a lot of fluff here. Bodies are a combination of several models (some of which I haven't asked for permission yet, so it might change). Heads, hands (and legs if needed) are copied to the base combined body. Male: Human, Kel-Dor, Rodian, Hapslash's Jedi, etc.Female: Human, Zabrak, Twi'lek, Classic Jedi Mara, etc.Current WIP species Gran Male (stock JA head/hands)Nautolan Male (TFU head converted by The Punisher, original head by Toonces -- why does everyone credit Neomarz?)Trandoshan Male (Improved Trandoshan head by Darth Shiftee, SWTOR head converted by Kualan) -- I want to put the stock JA head in there too, but I get errors when exporting that head in BlenderPlanned species Bothan Male (plan to use any heads I can find)Dathomiran Female (various Ventress heads)Togruta Female (combinations of different horns or whatever they're called with stock JA female jedi faces)Zabrak Male (Maul, Savage, Eeth Koth, Bao-Dur heads)Images
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Sorry to necro bump, but I just wanted to note that I'm doing this now. I currently have the Trando with Kel-Dor clothing sets as well as a Hapslash jedi robe set. I've got to do some renaming to the Rodian gear and then add that. Heads are the improved Trandoshan (which I need to get permission for from @Darth_Shiftee), and the Bossk updated model, which is a SWTOR head port on the original model done by Kualan (again, need to get permission or at minimum give him credit). Blender doesn't like the stock game head, complaining about unused verteces. I'd like to port the Star Wars Galaxies head at some point as well, but that's further down the road. Screens to come soon in a separate thread.
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I can't speak for others, but I just treat it as an "if it ain't broke" situation. My main PC has a widescreen monitor, but only because I got a good deal at a garage sale.
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Fool me once. . .
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Right, so I'm trying my hand at rigging now. I downloaded the 3DSMax trial to convert Mohc to a .3ds file, and I'm going to rig him up in Blender. More specifically I'll probably be rigging him to Hap's Imperial Officer improvement as that has caps. I tried using JO's skeleton with Hap's file, but was getting errors, so that sucks -- but at least the body will have all its caps, etc and I'll just need to rig the model to JA's skeleton -
UE4 feasibility test (porting Kejim WiP)
Teancum replied to ClydeFrog's topic in WIPs, Teasers & Releases
@@ClydeFrog - yes, I was thinking of 3, sorry. -
UE4 feasibility test (porting Kejim WiP)
Teancum replied to ClydeFrog's topic in WIPs, Teasers & Releases
I second this. Unreal is awesome, but Unity is essentially a blank canvas that allows you to make whatever you want, whereas UE4 doesn't do that without having a pro-style license -
Huh? I know tons of people who still rely on their not-yet-broken 4:3 LCD, especially on secondary PCs that play old games like Jedi Academy. Still, not my code, so I shouldn't complain.
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I'll keep it short: I'm just curious if @@DT85 plans to implement the widescreen support to OpenJK. That'd be such a welcome addition.
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Thanks much, everyone. I figured it was user error.
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So I've gotten into frankensteining and have noticed an issue either with Blender, the GLM exporter, or me. I'm trying to rename things (heads, particularly) to create additional choices for species. But if I rename the newly imported model's head from head_0.001 (which is how Blender handles duplicates) to headb_0 it will still export as head_0, merging with the original head. I change both the name for the object and skin modifiers, but for some reason it doesn't take. Thoughts? For those with the same issue, you can 'cheat' a bit by using a hex editor, finding the bit that you want to rename, and typing over with a new name. In my case I replaced head in the hex editor with hed2. It's messy, but technically so far it works.
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There seems to be a bit of an exodus recently. Hopefully it's not due to recent drama. Probably just the normal ebb and flow of a modding community.
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In the spirit of constructive criticism the X seems higher up on the forehead and bigger in the reference shot. Of course that's just one picture, so it could be irrelevant.
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So I did a really basic experiment just now -- I swapped the GFC/GOB names so that assets.gfc/.gob became assets_mp.gfc/.gob and vice versa. Both the SP and MP executables loaded just fine. I had previously checked if they shared the same .gfc/.gob by deleting one or the other, and I can also confirm that they do indeed rely on their individual sets. The SP xbe (XBox Executable) loads assets.gob and MP loads assets_mp.gob. Basically this leads me to believe that there's not some sort of check to ensure it's the original container for that executable, but that the problem must be elsewhere. I can understand if you're bored with this though. If you are would you mind passing the source along? If not I'll do some more thinking to try and help resolve the issue.
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For what it's worth, I've had similar thoughts many times about JKHub's community presence. If I didn't love the game so much I wouldn't stick around.
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The problem is that the Quake 3 engine doesn't really do large outdoor spaces. Doing something like the center's interior with a few windows to look outside might be doable though.
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Still waiting for the TV to be free (family is using it now), but I realized something. There may be checksums on the gob, particularly in MP. I found references to such in the original MP source, so odds are if mods are available it may be SP only as we shouldn't compile new executables. ***EDIT*** Ran the SP executable this time. I got to the splash screen at least before locking up. I'll look at the SP source again. Problem is that it is far more modified than MP from where we seemingly were doing some tests on 360. Still, it looks like they were aiming to run gobs, so maybe that code is untouched. I'll look to see if there's some checksum against the gob
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Where were you when the Star Wars broke?
Teancum replied to the_raven's topic in Star Wars Franchise Discussions
A bit off topic, but this topic reminds me of a song. The sadness in the song is a bit mocking when in a Star Wars context, but it's probably fitting as we get out of shape when it comes to fiction sometimes. https://www.youtube.com/watch?v=RrII5wvk5UE