MagnaGuardVM

I'm sure you've all been waiting for us to finally put this model up, so here it is. I'm sure you all love it, and there's plenty to lov...

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I'm sure you've all been waiting for us to finally put this model up, so here it is. I'm sure you all love it, and there's plenty to love, but in all fairness I'm going to point out the flaws, because it's my job. Let's start with the good parts, though.

A lot of detail went into this model in terms of skinned on parts versus modeled on parts. That is immediately noticible. The skin also seems relatively accurate, depending on which pictures you look at. Some pictures I saw looked blue, as this does, and some didn't, but that could be due to lighting. I did find some areas of the skin to look a bit strange, as if Mars had used the sponge filter on it, which he may have. However overall the textures look very good when the entire model is taken into account.

So the flaws. Yes, even Mars isn't perfect. If he was I'd wonder if he was an android or something. First flaw - shoulders once again weighted independently from the body. I do have to admit, though, with an automaton that's probably a better choice. It still bothers me, though, to see the area were the shoulder would normally be attached when the arm moves. Next flaw - very evil stretching in the upper torso during many animations. There problem here, though, is that the animations in JA are first of all quite hideous themselves, and second of all are not designed for a being that doesn't bend, like a robot. However the stretching could be more subtle, but unless you're looking for it you probably won't notice.

I was impressed by the cape, though. No, it doesn't move realistically, but I've come to believe that's impossible in the Quake 3 engine. This cape deforms amazingly well with the given animations, as well as I think may be possible in JA. There is a bit of clipping here and there around the left shoulder, but for the most part it doesn't clip.

Overall, a well-done model that I'm sure you'll all be more than happy to download. Well made given the restrictions of the engine. Mars was also nice enough to include a modified version of Hatrus' electrostaff, which the bots use, so if you have an older version of the staff you may wish to use the version Mars has included, for the best experience.

Bot Support: Yes Team Support: Yes New Sounds: Yes NPC Support: Yes

~Inyri

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Download 'magnavm.zip' (6.35MB)

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***************************
JEDI KNIGHT ACADEMY MODIFICATION
***************************

Title			:MagnaGuardVM
			
Modeling		:Mars Marshall "NeoMarz1"
Skinz Default		:Mars Marshall "NeoMarz1"
Skinz Grey and headless	:"Buffy the sith slayer"
Weighting		:Mars Marshall
Sounds:			Used from Psyko Sith's animated pack "Durge" sound Author RJW_ca
Beta Test team		: Team VM
			"Dark_Cuillere","Tesla","Zappa O","MarcusLeCoy", and of course "Buffy".
			
E-Mail			:neomarz1@sbcglobal.net
Website			:http://www.geocities.com/neomarz1@sbcglobal.net/ 

File Name/File Size	:ZMagnaVM.pk3 (5.69MB)
			 
Date Released		:1/14/2006 


Description: Magna Guard... The elite battle droids of Genera Grievous as seen in Star Wars Episode III.

Fixes in Beta... added icon for headless version. fixed shader files.


******************************READ THIS BEFORE PLAYING***************************************

Installation:
	
	Place ZMagnaVM.pk3 into the "StarWars JediKnight Jedi Academy/GameData/basefolder". Make sure you have added the electostaff (included in the zip) file as well. This will allow the bots to be supported correctly.

Weapon Install: If you want the bots to use the electrostaff, then you will need to install the electrostaff.pk3 to the same directory as listed above.
	If you already have Hatrus's electrostaff installed, then you may want to replace it with mine, so that the bots use the purple colored staff. 


Instructions:
1) In order to use NPC's you will need to acivate cheats heres how you do it.

Singleplayer- Once your in the game, hit "shift and tild (~)" to activate the console. Next type "devmapall" (or devmap t1sour)...hit enter (cheats are now on)...next type "npc spawn (the npc's name)" Example: npc spawn magnaguard.

	Here are the npc model names for this model...

	For Enemy: magnaguard
	
	Note: you must enter one of the above names when spawning your npc. 	

	cont... close the console by hitting the tild (~) again.

To change playermodel: Open up the command console while pushing the shift and ~ (tild) keys together, then enter this commandline.
	model magnaguard
	

Multiplayer- To activate cheats, you do thing a little different. activate the console by hitting shift+tild(~). Next type /devmapall "mapname". Example: /devmapall mp/duel1. The map will load with cheats activated. Open the console again and type /npc spawn "npc's name". Example: /npc spawn magnaguard.. Notice that single player you have to put the "/" slash before the command.

Here are the npc model names for this pack (With a brief description)...
	
	Here are the npc model names for this model...

	For Enemy: magnaguard
	
	Note: you must enter one of the above names when spawning your npc. 	

	cont... close the console by hitting the tild (~) again.

	


Team Colors: Yes
Bot Support: Yes
NPC Support: Yes


***Trouble shoot***

Usually there are only a few errors make that cause problems. Here are the most common...	
1) Not using the proper console commands for "Single Player" or "Multiplayer"... cheats are acivated differently for each. Read "Instructions" up above.
2) Having the pk3 placed in the wrong folder.
3) Make sure you have the latest Jedi Knight Academy update, this is very important!


***special thanks to***
Hatrus for creating the electrostaff.
Team VM for helping in the beta test.
Buffy for screenshots, and skin varients.


***********
Legal Stuff
***********

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR 
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS 
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

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Mars Marshall


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Registered 16th June 2002

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