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  1. I'm trying to play as Boba Fett (talking about ZelZel's masterpiece which can be found here). Aaaand it works! He appears in the SP menu! However, whenever I try to use pick him, the second he is about to get hit by a blaster bolt or about to hit someone, the game crashes. I feel like I'm missing something. Is there a file I forgot to add in the .pk3? Can anyone take a look (the file I'm using can be found here) and let me know what I can do to fix this? Thanks!
  2. A few weeks back I made a frankenstein model that has been working perfectly. This week I wanted to add some more to it so I added a couple other things. However when I exported this .glm it was broken. No error, the model looked perfect, the issue was that when you drew your saber it was messed up and held wrong. I tried to trace back what was wrong with it, and couldn't figure it out. So eventually I took the original model and imported the .glm into blender. Without making any changes i then exported the glm back and replaced it in the pk3 of the original (unedited) model. Despite that
  3. (not quite sure if this is the right place to put this, as its my first time posting, but here we go anyways) So basically, there's this Minecraft Playermodel Mod, it is supposed to be used as a Model that you can use in Multiplayer, however, I want to try and use this model in the Singleplayer campaign, I am aware that you can use "Playermodel [npc name]" in order to change your model, however, when this is done, the model will not show up in the cutscenes, which is kinda lame, since I mostly want to do this for the sake of it being very funny to have minecraft steve learning to be a jed
  4. So I have been doing some Frankensteining recently and I've noticed on several of my models capes are appearing on the back, but on the front they are completely invisible. I managed to fix this somehow, after LOADS of tweaking. Though I'm not even remotely sure of what I did. Back side, the cape is visible Front side, it's no longer visible It's really weird. It even happens on my game when I use other people's models. This one comes to mind, when I used it the cape wouldn't work properly. Despite seeing it work on other people's games. But not al
  5. I'm working on pulling a GMod character into Jedi Academy. I'm wondering how I can import those textures I already have for it onto the model. Currently I am completely clueless as to how I can get this working
  6. Greetings friends I am Darth Valeria I'm trying to make A Star Wars Story with machinimas But i need someone to model a ship for me YT-2000 Light Freighter https://ibb.co/i4egcw So i can use this freighter as a vehicle in the Jedi Academy pls guys help me <3
  7. I'm planning to make a Mando Super Commando model/skin. But i'm pretty bad at modeling, so if someone has some time to spare, you can help me with the horns. The textures can be made by me.
  8. A friend of mine gave AT-DP model from gmod so i can convert it to Jedi Academy but Whenever i attack the walker with lightsaber or weapons after its spawned It gives this error , btw i use this in KOTF 2.1 mod as it has OpenJK In blender everything seems fine as all meshes are less than 800-900 vertices Here it's link https://cdn.discordapp.com/attachments/563449440099368960/677946274158346293/NPC_AT-DP.zip Please help me ^_^
  9. Hey there! I've been trying to play as old Ben-Ben for a while now, but every time something comes in contact with him, or near him, the game crashes. http://www.mediafire.com/file/wekn72z89skpe8o/tfuben.pk3/file The file was from Seven's WIP thread, and I slightly altered the face texture and modified it so that it would show up as a new species on SP. I also renamed him to bkenobi, instead of benkenobi (it conflicted with another 'benkenobi' mythos mod I had). When stormtroopers shoot at me: if I deflect the blaster bolt, or even if the bolt passes next to me and doesn't
  10. So I recently discovered that Fallen Order has saber parts for all of the parts you can use for saber crafting at Galaxy's Edge. I have a galaxy's edge saber, so I thought maybe I could get those models and their textures, and make a saber for the RP server I play on. However, I'm fairly terrible at blender, as I"m relatively new and mostly do Frankensteins of playermodels. I've assembled the proper models, but getting Blender to work for applying the textures has been a pain. Plus, I believe it needs to be set up differently for JKA .glms and all the tutorials I can find are for 3DS Max. E
  11. If you guys can help me in this problem It'll be very appriciated My problem is i can export it without weight problems or something else Howewer, when i ever test model in ModView , it says that a part is more than 1000 verticles but i checked out every part of the model and all of them are less than 800 verticles Please help me to solve this problem <3 Here you can examine it if you want http://www.mediafire.com/file/c2lhtbe1ek62ztu/Lisa.zip/file
  12. Greetings friends, i have been working on exporting swtor models and converting them into glm format I was studying to master it on models step by step, and then i finally managed to export it, very perfect But when i ever enter the game , i got this black things between the face and the head Please help me how to solve this problem
  13. Guys as i posted a topic about blender, about exporting problem before I have solved those problems thanks to ooeJack's a lot os helps But now i have a new problem as i am so close to the end and i cannot find a solution about this Please help me and contact me in discord if possible You can take a look to file solve the problem if you want Please help me, it's so important
  14. Alright soooo I've been trying to either come up with my own customization for Jaden at the start of the game to make him into a pureblooded Sith (for those of you who don't know or haven't played swtor, they're basically evil looking red skinned species that inspired the sith order). I found a mod that was already completed here: https://jkhub.org/files/file/3358-sith-pureblood/ and I tried to just modify it to make it a customization option but I couldn't get it to work. I tried making an npc file for it and I even compared the player model folder to another file that was a customization opt
  15. Hey there, so I have been trying to get DC-17 Hand Blaster for Movie Battles and I think I am getting pretty close with this. I am unable to create texture for this specific model it has so many parts on UV view I have no idea what to do about this because I couldn't merge all parts as I was advised to do. I started using Blender only recently what you see before you is changed Commando Pistol from Movie Battles 2 you can see how the original model looked like here. 1. Can you please tell me what do I have to do here before I can create good UV map for this model? 2. How do guns work in JK
  16. Hello everyone! I'm new here, as a registered member, but not so new as a visitor. So anyway I'm not sure if I'm posting this in the right category, but I've searched, googled all over the place and couldn't find a solution. I've recently imported JO into JA with this: https://jkhub.org/files/file/1860-jedi-academy-outcast/ And thought I could update the old skins with the ones found here: Kyle Luke Lando So the Luke, Kyle, Lando etc skins look fine when playing, but in cutscenes they're all messed up, cuz of the new model.glm animations not compatible with the old JO game, as fa
  17. I'm currently using @@Kualan 's Ventress pack https://jkhub.org/files/file/2941-asajj-ventress-bounty-hunter-pack/ Which is great except that her sabers are the no texture white instead of the custom textures I checked the model .skin file and it seems fine but I'm not sure what's wrong with it Here's what that file says (the .jpg in the same folder is called saber) keshire_saber,models/weapons2/saber_ventressk/saberkeshire_activate,models/weapons2/saber_ventressk/saberkeshire_button1,models/weapons2/saber_ventressk/saberkeshire_button2,models/weapons2/saber_ventressk/saber
  18. Looking for a "Jaden_Twilek" model in Jedi Robes Can someone help me pls?
  19. Hello everyone. Right now, I'm attempting to change the base/vanilla Cloud Car map_object model into a playermodel. The thing is, the skin/texture isn't showing - it just looks like a missing texture. Does anyone know how I can apply a *.skin file to this thing? As far as I know, this model doesn't have anything I can put a skin onto. I'm honestly not a modeler, if I was, I'd be making a better model, too. Please do help if you can
  20. Okay, If anyone can help.. I'm looking to change (in this instance; *update*) the lightsaber colours, within the MD2 mod's assets, to be much more polished and closer to that of the movies. I guess a more accurate representation of the selected set colours; - Blue - Green - Purple Is this something to do with editing the files in the "gfx\effects\sabers" folder, found here? Any help, would be welcome.. Thanks!
  21. Heya guys! I am working on a character for JKA and will be making more in the future. I am currently in the process of sculpting detail into a high poly version of the player model and am going to bake an ambient occlusion map onto the base mesh that will be going in-game. Ambient occlusion on its own looks fine, and definitely adds to the detail and realism I'm working on, but also being able to add a normal map would make it looks amazing! Unfortunately, I read that normal mapping in JKA is not supported. I am wondering if there is perhaps a work-around or some kind of scripting way to b
  22. Hi So i created a skin and model via crazy talk 8 (thanks to dark_apprentice) But i have a problem, im Reallly horrible at making beard and hair textrures. Anybody who can help? Thanks!
  23. I've made a new .skin for one of the Base lightsabers, which turns aspects of the model off. I want this lightsaber to exist independently from its source, so I've placed it in a new folder structure and set it up with single player support. In game (single player) the hilt functions perfectly. In the cutscenes however, it appears exactly the same as its original Base counterpart. In multiplayer, the hilt functions fine until you throw/drop it. When you inspect the discarded hilt, it has again reverted to its Base form, rather than my .skin variant. My question is, why does this happen and
  24. shape milk good long download the / MilkShape / and I was creating models but when you export pattern texture called skin.tga but all models come in skin.tga exported someone can tell me how I can change the output of the name of the texture css urban Please someone could help me repair this skin any advice is helpful https://www.dropbox.com/sh/w65p65apgvvorqg/AAC-93GaHd5X2fSlpjhK17Hja/Photos/Playermodels/Rough?dl=0&preview=Css.jpg http://www.mediafire.com/download/6mf4krgiiahpv8z/css_urban.pk3
  25. I set up my skin with some textures with alpha applied in areas along with a shader so the parts aren't visible ingame. It works, only the textures that have this shader also show other things in the map through them. The skin has alpha and the shader on the head and legs to hide some parts (which works) but it also makes other shaders in the map (and players too I think) visible through it: The shader: models/players/mara_khaal/head { { map models/players/mara_khaal/head blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } models/players/mara_khaal/legs {
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