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Posted by Sithspecter on 13 July 2016 - 02:58 AM
Introducing the Talon Raider!
It's no "fastest ship in the galaxy," because it's not about how fast you get to your destination, but it's about the journey to get there. The Talon Raider doesn't have two measly engines, but has four like a real ship. That thick hull? It's not just decorative, it can repel even the heaviest blaster fire. But that would be assuming the blaster bolts make it to the hull, which they don't. Its quad shield generators are top of the line, and can form almost any aerodynamic shape for atmospheric flight. And just like a cowboy, it packs a six gun. Well, six of the heaviest laser cannons that Czerka produces.
You might think that's all well and good, but does it have it where it counts? Can I load up all my contraband and make an escape in quick fashion?
I'm here to tell you that you most certainly can! A spacious hydraulic lift under the cargo hold will have you in business. No more cramming a swoop bike through a tiny corridor and down a teeny ramp, just ride right up onto the lift. The cargo hold and cargo pod provide ample space for all your smuggling needs! Anything from spice to livestock and more sentient cargo if your conscience (or lack thereof) allows.
Posted by Sithspecter on 10 October 2016 - 12:17 AM
Today I have a special treat for you. I don't normally showcase this much of the areas, but this one is pretty unique. It may not appear groundbreaking at first glance, but it is.
This is the first area I have designed from the ground up in the same way that KotOR areas are structured. It may sound pretty idiotic, but previously I didn't have much of a plan before jumping in 3DSMax and modeling. Sure, I had some ideas in my head of what it would look like, but this approach was lengthy and tiresome. I would get stuck partway through, unsure what to do or what to work on next. It would eventually all work out, but was a more grueling process.
Not this time.
The first item on the agenda was a floor plan. I checked around a few similar KotOR areas, and discovered that a 3.75 or 7.5 meter square is typically used as a base size that rooms are constructed in. With this in mind, I decided a few things like wall thickness, doorway width, etc that I had previously been eyeballing. I also checked in-game to see what similar areas contained. I thought things through. For instance, if you have guards, they have to have a place to sleep, eat, and store their equipment. For this area, I knew I needed bunks, a kitchen/dining area, and store-rooms. With all of this in mind, I took to graph paper to lay out the floor plan. It was a bit more difficult than I thought, but after a few hours I came up with a good floor plan with dimensions. Satisfied, I turned to the second part of the plan: creating pre-made assets.
Ironically, some of the inspiration for this came from an Apeiron livestream, of all places. I guess you can learn things by studying the apes. Anyways, it was interesting to see how easily (note that I say easy, not that it's done well) the TheDigitalCowboy put areas together. And he hardly models a single thing! He takes a bunch of pre-created things like walls and chairs and tables and fixtures and places them. I decided to do the same. I modeled beds, tables, chairs, crates, wall cross sections, light fixtures, doorways, and panels. Previously, it was annoying to go back and detail an area after it had been created. With this approach, it was drop-dead easy.
Now can the actual modeling of the area itself. With dimensioned drawings, it was simple. I laid out a big circle, and went from there. Walls were quick to construct, since I already had calculated cross sections for them, and doorways were simple drag-and-drop affairs (a little more like calculate and rotate, but it was still very easy all the same). The planning really paid off, and the area went together quickly.
The next thing that I did that I don't normally do is slice the area into sections. Well, sections that make sense anyways. Previously I was selecting ~20 meshes randomly, lightmapping them, and exporting. This time, I divvied up the meshes into their respective rooms, and combined all meshes in the room with the same texture. This makes lightmapping way way easier. The lightmapping went off without a hitch, and it's normally a bit more difficult.
With the area all in-game, it was time to do the walkmeshes. My walkmesh tutorial details that further, but this is the first area that I've done with multiple walkmeshes, i.e. one per room.
Finally, I added the camerameshes, which can now block the camera from going through walls (thanks to Dastardly!)
Soooo...that's it. A lot of kinda technical things that added up to really smooth and beautiful area creation. Expect more of this in the near future!
Posted by Sithspecter on 03 November 2015 - 03:46 PM
Another major area model update: Due to Dastardly's unprecedented release of the amazing Walkmesh Injector, Sleheyron will feature, for the first time, areas that block the camera from going through the walls.
For years, new area modelers have been plagued with the inability to block the cameras from going through the walls. Now,it's not only possible, but I've already implemented it in several areas. This feature truly brings area modeling to a level playing field with the areas in the game already. With this knowledge, I will be able to implement some different design features into areas that wouldn't have been possible otherwise.
Posted by T7nowhere on 17 February 2017 - 09:14 AM
So you can thank jc2 and CrashBandiTeam for getting my attention. I give full permission to use the Revan Masks in your mod. I can't do the same for for svösh or Mono_Giganto's Work.
I am amazed that KotOR Modding is still alive and I really appreciate the respect and effort made to contact me. I've been away for a long time it means alot to see people still care so much.
Posted by InSidious on 21 October 2016 - 05:42 PM
I'd like to see an orange planet full of orange people who speak in a stilted way using a really limited vocabulary, while making the same two hand gestures. I feel this would be a
useful really just tremendous piece of social satire, and would make KotOR great again.
Posted by DarthParametric on 01 July 2017 - 12:26 PM
Once again, still haven't figured out what to do with the inset panels around the base of the head, so those are just a dark grey placeholder for now.
So that's all the base textures for each variant done. Now I just need to add a couple of colour variants and then I can spend hours pulling my hair out trying to get them to look half-decent in-game.
Edit: Since I am no longer restricted by the original animations, I figured I might as well expand on my addition of the rear wheel animations and tackle one of the things that has always annoyed me. Namely, the lack of a door on the probe arm bay. I had to leave it open when I originally designed the model to use the vanilla animations, but no longer!
Although I probably should have made this decision before doing all the bloody textures.....
Edit 2: I've added the probe bay door animations:
The rear wheel animations need some tweaking (and I think I missed one). I used TCB rotation, which was a mistake in hindsight as it made a real mess of the interpolation between keyframes. It might be simpler to re-do it from scratch rather than try to clean up the existing anims.
I'm also half-tempted to actually add a proper manipulator arm like R2 has on the lefthand side, seeing as the existing "probe" is basically a welding torch. Not sure he should be poking that everywhere. But I think I will desist for now. Maybe that's a project for the future.
Edit 3: Of course naturally I can't help myself...
Order now for a complimentary integrated data spike, for all your slicing and people stabbing needs:
Posted by DarthParametric on 07 June 2017 - 06:03 AM
Posted by Sithspecter on 18 December 2016 - 12:32 AM
Another update! Another area in the game, this time the most complicated one by far. I call it the complex complex...hehehe.
Anyways, building on the techniques I used in the last go around, I was able to design and construct the area in very good time. I improved upon a few of my techniques and took advantage of my new understanding of what makes walkmeshes work correctly. Another thing that I improved on was the use of AuroraDLights in the area (there are some 250 lights in the area).
Just letting you guys know that the work continues, and I'm working hard to make these things a reality. In other news, we have brought Snigaroo aboard as a story consultant, because he is a very good critic and is able to point out problems with plot, and provide solutions to fix them. We've already had some great talks with him and he has improved on several aspects of the story without changing things too much.
We are still looking for a dialog writer though! Someone with experience working with the Dialog Editor and putting dialogs into KotOR or TSL.
Now for the screenshots:
Posted by milestails on 15 October 2016 - 05:19 AM
Ready Set Hutt, Hutt Chi Minh, Ten-Hutt, Adolf Huttler, Starsky and Huttch, Hutt Fuzz, Huttcules, Donald Hutt, Huttary Clinton, George W. Hutt, Hutt Mess, Francois Huttande, Dwight D. Eisenhutt, Mahuttma Gandhi, Makeshift Hutt, Hutt Girl, Hutt Guy, Hutt Plate, Go To Hutt, Kim Jong Hutt, Crosby Stills Nash and Hutt, Huttle Up.
Edit: Hutt James Hutt, Hutt and Bothered, Brad Hutt, Smokey the Hutt, McGruff the Crime Hutt, Yogi Hutt, Fred Flinthutt, George Huttson, Kate Huttson, Sylvester Stalhutt, Darth Nihilhutt, Dustin Huttman.
Posted by Kyle Katarn on 03 September 2015 - 12:07 AM
Posted by DarthParametric on 15 June 2017 - 12:56 PM
It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration:
I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap:
Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike:
The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that.
Here's some dialogue:
Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes.