Caleb's Model Release Thread (Updated 8/03/08)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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theITfactor
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Post by theITfactor »

As always awesome models :wink:
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Post by Caleb1117 »

I'll probably make more crystals in the future...
I seem to have the jabbalovelava affliction. :|
Can't ever think of stuff to make.
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Post by ARC_Commander »

You could make weapons. Never can get enough of those.
lieutenantcoda

Post by lieutenantcoda »

maybe you can make some models from Galactic Battlegrounds, they have many ideas.
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Post by RevanSithLord »

Those kinda look like Tiberium. XD

Neato. :shock:
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Re: Caleb's Random-ish Model Release Thread

Post by Caleb1117 »

Pardon the Bump, But... CONTENT!

Keep a lookout, in the next few days I'll be releaseing my third random model pack, this one will have a large emphasis on KotOR.
It will include:

A KotOR Hexigonal Container
A Improved KotOR Computer
A KotOR Desk
A KotOR Vertical Locker
A KotOR Work Bench
A KotOR Dantooine Tomb
A KotOR Dantooine Estate
A KotOR Dantooine Barrier
Several KotOR Foot Lockers (open, closed, Etc)
Several KotOR Dantooine Cliff Models (with and without raised collision)
A Cave (with terrain cutter)
A New weapon model. (with two firepoints)
A Dual Bladed Sword
Several Skeleton, and skull props (you may need to scale them to your need)
And some ruins inspired by the ones from KotOR Dantooine.

Also Included are 3 nice new effects for my previously released KotOR Starmap.
*Starmap model not included, go download my other pack :P*
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Re: Caleb's Random-ish Model Release Thread

Post by Thunder »

sweet caleb
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Re: Caleb's Random-ish Model Release Thread

Post by ARC_Commander »

Cool! I'm going for the sword models.
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Re: Caleb's Random-ish Model Release Thread

Post by RevanSithLord »

caleb1117 wrote:Several Skeleton, and skull props
Well, I think you guys know what I'm going for. :D lol :P
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Re: Caleb's Random-ish Model Release Thread

Post by aragorn12712 »

[smeagol]We likeses da weapons! yes we doesssss[/smeagol]
[ringwraith]Give us the pack Caleb1117![/ringwraith]

(as you can see, I'm feeling very LotR today)
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Re: Caleb's Random-ish Model Release Thread

Post by Caleb1117 »

Lol, soon, I found a collision problem with one of the models, and I'm trying to give some of them ambeint sounds.
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Re: Caleb's Random-ish Model Release Thread

Post by authraw »

Ooh--I'm excited to hear about the skeleton props--I've been wanting some for quite some time, now. The weapons should be interesting, too.
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Re: Caleb's Random-ish Model Release Thread

Post by Caleb1117 »

Sorry, this is taking alittle longer then I had hoped, but I plan for it to be worth it.

I'm having some problems with the ambient sounds, (if they're even possable) I guess I'll post something in the modding forum about it.

Like I said, there will be a new effect for my star map model, heres what I have so far:
Image

And while I'm at it, I decided to try and make some glow for the crystals I released before.
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Re: Caleb's Random-ish Model Release Thread

Post by authraw »

Lookin' good. How accurate do you plan to get with that star map effect?

I'm fairly certain ambient sounds are possible--The rancor uses them. It might just require the modder to do some finagling with the sound files. Custom sounds are always a pain.
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Re: Caleb's Random-ish Model Release Thread

Post by Caleb1117 »

authraw wrote:Lookin' good. How accurate do you plan to get with that star map effect?

I'm fairly certain ambient sounds are possible--The rancor uses them. It might just require the modder to do some finagling with the sound files. Custom sounds are always a pain.
As close as possable, but I think I've almost reached that point, with my knowledge of PE.
I'd like to find a way to add the little square things that went around the edge, but I'm not sure if I can do that with ParticleEdit.

Ah the rancor, I didn't even think of looking at his ODF.

EDIT
HERE IT IS
*cough* ok.

This pack is a colection of models that include:

A KotOR Hexigonal Container
A Improved KotOR Computer
A KotOR Desk
A KotOR Vertical Locker
A KotOR Work Bench
A KotOR Dantooine Tomb
A KotOR Dantooine Estate
A KotOR Dantooine Barrier
Several KotOR Foot Lockers (open, closed, Etc)
Several KotOR Dantooine Cliff Models (with and without raised collision)
A Cave (with terrain cutter)
A New weapon model. (with two firepoints)
A Dual Bladed Sword
Several Skeleton, and skull props (you may need to scale them to your need)
And some ruins inspired by the ones from KotOR Dantooine.

Also Included are 3 nice new effects for my previously released KotOR Starmap.
*Starmap model not included, go download my other pack :P*
Yea thats right, 3 new star map effects.
You can choose which one you like best.


The textures that I used for:
The KotOR Hexagonal container
The KotOR Computer
The KotOR Workbench
Where made by Iryni Forge, from her JKA KotOR model pack, Used with permission.
(so make sure to credit her too)


several of these models will be seen in My Dantoone map, Soon to come.
Anyway as usual Enjoy and put it to good use.

Thanks (from me) goes to:
FragMe! I'm excedingly Grateful (exporter)
Iryni Forge KotOR textures.


WHO YOU SHOULD CREDIT:
Caleb1117 Models
Iryni Forge For some of the textures



Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Also, as requested by Iryni Forge, Here is a link to the original model pack of hers.
http://jediknight3.filefront.com/file/K ... ects;77747

and her readme.
Hidden/Spoiler:
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: KotOR Map Objects
AUTHOR: Inyri Forge
E-MAIL: inyriforge@gmail.com

FILENAME: medieval_mapobjects.pk3
DATE RELEASED: 31 March 2007


--------
CREDITS
--------
<3 BioWare, whose original inspiration to make these for Knights of the Old Republic prompted me to reproduce them for Jedi Academy. Also thanks to Nozyspy, Kessno, and minilogoguy for beta testing and helping along the way.

--------------------------
INSTALLATION INSTRUCTIONS
--------------------------
These map objects will need to be extracted and placed in your map_objects folder within your base directory for easiest use while mapping. Remember that these should be included with your PK3 when you release your map, or you may alternatively simply include the original PK3 with your map files.

This package is a mapping utility only! Do not expect it to do anything if you are not a mapper.

------------
DESCRIPTION
------------
I love Knights of the Old Republic. It's a great game, and I think it needs some JA lovin'. However I'm very much anti-ports, so I'm hoping these original models, made from scratch over several weeks, will prompt mappers to take the ball into their own court and produce some excellent replicas using their own work.

Included Models:
-workbench
-computer console
-three storage containers
-kolto tank
-hangar thing from Davik's estate

-----
BUGS
-----
There should not be any bugs with these. If you find some, however, please report them so I can fix them. :)

---------
COMMENTS
---------
I hope that any mappers making KotOR-themed maps will consider using these map objects in their map. I'm also willing to make others, as well as texture replicas.

Also ignore the lighting in the screenshots. I'm not a mapper. ;)

-------------------
DISTRIBUTION NOTES
-------------------
You may use these map objects in mods as long as this read-me is included in your archive, unaltered, and appropriate credit is given. You must also include a link in your read-me to where the original file may be found (so other modders may use it as well). You may not distribute *this* archive to any other site.


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.
And here is the Email Iryni sent me, giving me permission, and verifying that the models aren't ported.
That was back when I planed to convert her models too.
Hidden/Spoiler:
Sure, you can use them as long as I am credited and the original read-me is
included (with a link to the original release). They are also 100% custom --
feel free to compare them to the original meshes and textures if you need
more solid proof (beyond the fact that they are not 100% accurate replicas).
I'm strongly anti-port, which is one of the reasons I made them.

~Inyri


On 7/29/07, celeb1117@sotghome.com <celeb1117@sotghome.com> wrote:


>
> To Inyri Forge
>
> Hello, My name is Caleb1117, and I am a Member of a comunity named
> Gametoast that modifys the game Star Wars Battlefront 2.
>
> I would like permission to convert you SWKotOR object pack into our
> .msh format, so that we can make more, and better KotOR maps.
>
> You as author will of course be credited for its creation.
>
> Also Because KotOR sources are a touchy subject, and because our site
> is very carfull about these things, I would apprecate you to reply
> with a statement of their... custom-ness?
>
> Not that I don't belive you, I just might need an offical statement by
> the author, to be able to use them, and even release them to my
> community.
>
>
> Thank You.
> [GT]Caleb1117

DOWNLOAD LINK
I won't be bothered to do that thing where you click the word "here" and it takes you to the link, so you'll just get a plain old link. :P
http://files.filefront.com/Calebs+Model ... einfo.html
Last edited by Caleb1117 on Mon Oct 08, 2007 9:00 am, edited 1 time in total.
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Re: Caleb's Random-ish Model Release Thread

Post by The_Emperor »

nice

nice
but still, lol @ the skeleton :D
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Re: Caleb's Random-ish Model Release Thread

Post by Caleb1117 »

Lol, forgot to include the Workbench.
New link any moment now.

Edit: http://files.filefront.com/Calebs+Model ... einfo.html
Added new link to previous post.
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Re: Caleb's Random-ish Model Release Thread

Post by Bantha55 »

wow-great models! :D
lieutenantcoda

Re: Caleb's Random-ish Model Release Thread

Post by lieutenantcoda »

lol, with a workbench, might as well create a lab station(model near identical, the desk that made medpacks)
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Re: Caleb's Random-ish Model Release Thread

Post by Thunder »

i found a bug here for most of the props you can only see the prop from a sertin angle ingame.
Also wondering how do you set a effect to the starmap??
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