Shout out to all modellers.

Not the abercrombie kind.

As most of you might know, I am making a remake of the old 1998 game Jedi Knight on its sequel’s engine, Jedi Academy. It’s sort of the Black Mesa of star wars gaming. Anyways, I have come into a few difficulties, one of which being a major enemy in one of the levels simply does not exist in the sequel. So I am giving a shout out to anyone who wants to help, and can model (and if possible, skin!) this creepy guy. Any help is greatly appreciated, and I know there are plenty of talented people on this website. :slight_smile:

got a front view of it? what file format do you want?

Well, the models in JA are .glm, I don’t know how else to help you. I’m sure that any mainstream modelling program could manage to convert it somehow. Raven had to make their models somehow. :stuck_out_tongue:

As for different model views, a quick google gets me this:

If you want more, I can go in-game and get more. :slight_smile:

Ah, well I wouldn’t know anything about how to convert a model from a standard 3d file format to “glm.” Maybe I’ll just make the model and post it up here for someone else to worry about the conversion.

Yeah don’t worry about the conversion, I’ll worry about that. :slight_smile:

I think that MilkShape 3D was used back in the JO/JA heyday, you might be able to use it to convert formats.

I just read your thread over on LucasForums and saw this thread and was like “hey, why is someone doing exactly the same thing as Ibanez”. Then I realised well, yeah, same guy.

hope I didn’t get you too excited because i just realized i have no time to do this this weekend

Yo Ibanez. I may be able to help. Not sure if you’ve seen any of my work around, but I can probably manage something this weekend. I have quite the passion for Jedi Knight as well.

On a side note, I hated these fuckers. This is right after the R2 unit plays that hologram and you get your lightsaber right? Makes you want to use it and it’s utterly useless on them. One of the most frustrating parts in the game. And that part where you have to change the imperial symbols in the right order to open the doors.

EDIT: Oh, if you’re working with a specific poly budget or texture size limits, please let me know.

Maybe (MAYBE) I’ll be able to do it this week-end.

But I’ll need some more screenshots.
Front view (with entire character visible), and side view (same requirement) at least.

Thanks for the help, everyone. :slight_smile: No, there is no texture size limit, but please keep the polies to a reasonable limit for a game that was released on the q3 engine in 2005. :slight_smile:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.