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#21 Quanon

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Posted 20 March 2014 - 07:53 PM

Thanks for those tips!

Indeed the values were below 1.0 for diffuse and ambient. Checking the ObjectProperties in Max also revealed that my wireframe was still bright blue.

Which was the old color of my mesh  when I started to model. I was certain the material settings was OK.

 

Oh well, 3Ds Max has a bad habbit of exporting out older settings applied to your models.

I got it fixed just a little while ago. I also reapplied my Alpha channel and TXI effect.

 

Looks nicely now in game:

 

Prev_Ingame2_zps156f16af.jpg

 

 

@VP: I'll get you those lightsaber hilts for TSL. Do you just need the models? Or also an UTI file?

Let me know ;)


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#22 milestails

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Posted 21 March 2014 - 01:07 AM

Wowzers


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#23 Quanon

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Posted 23 March 2014 - 05:36 PM

Work continues on the Jedi helmet and armour set.

For the folks that don't how the armour looks, here's a pic of that. Mind these are renders from early on in the project.

More work has been done on the hands and sleeve area of the model.

 

I've joined forcer with Marius Fett to get this set in the game. Marius will do the honor of setting up the TSLpatcher and the 2DA files.

Instead of replacing an armour, this will work as a disguise. Just like the Sith armour and Tusken Raider thing from K1.

 

Though to make it work I had to melt my helmet model with a head model. Asian Nr 3, the bald one is exellent for this.

Had to some Hex editing and other dark magics to get it to work in game. No fear, that asian head isn't lost as an option for the player.

 

Hopefully I'll get an update from Marius soon ^_^

 

Plus, the helmet will still be a seperate headgear option aswell, so it isn't tied to only this Bandon armour. I like giving options to the

users of my mods.

 

Prev02_zpsae129bdc.jpg

Prev03_zps0ab1f71b.jpg


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#24 Kainzorus Prime

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Posted 23 March 2014 - 10:13 PM

Shiiiny.

 

Also I approve of your avatar, Q. Still watching that show on youtube from time to time.



#25 Quanon

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Posted 24 March 2014 - 05:20 PM

While Marius is working on my Jedi Armour pack, I started doing some serious work on the Malachor Skybox.

Here's what I got so far; mind this all very much WIP. It's a big thing 1024x4096 pix.

 

Malach_Sky.jpg


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#26 Sith Holocron

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Posted 24 March 2014 - 07:41 PM

That skybox is looking good. With those added rock placeables, it should be exciting to see!

 

Regarding the armor above: Will you be doing a dark side version - perhaps darker in a matte finish?


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#27 Quanon

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Posted 24 March 2014 - 08:31 PM

That skybox is looking good. With those added rock placeables, it should be exciting to see!

 

Regarding the armor above: Will you be doing a dark side version - perhaps darker in a matte finish?

 

Euh, SH I won't be using those rocks as placeables; the rocks have around 40.000 to 80.000 polyies. 

Far to heavy for the KotOR games. The details on the rocks get a bit lost due to the dark Malachor V skybox texture though.

 

For the armor, well, not sure how fast I'll make another reskin. I did a reskin job for J7 Force Fashion that is DS. I've no idea when J7 will post an update - or for that matter release - his mod.


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#28 milestails

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Posted 25 March 2014 - 12:49 AM

Now there's a skybox!


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#29 Malkior

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Posted 25 March 2014 - 12:55 AM

Definitely like the skybox. :)

 

It's got the same cloudy quality of the original, yet with all of the detail it should have had. Also reminds me a bit of that ethereal plane in Ghostbusters. ;)


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#30 sELFiNDUCEDcOMA

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Posted 26 March 2014 - 05:54 AM

The K1 helmets look good -- very Mandalorian. The skybox is also looking good, but, really need to see it within context to know how it's going to look. It's been a while since I've played / seen Malachor in game so not sure if the existing level architecture and environment will match the skybox. My guess is the existing textures will let it down -- still, I'm sure it will be a major improvement to the vanilla game one ;).



#31 VarsityPuppet

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Posted 26 March 2014 - 10:26 PM

While Marius is working on my Jedi Armour pack, I started doing some serious work on the Malachor Skybox.

Here's what I got so far; mind this all very much WIP. It's a big thing 1024x4096 pix.

 

Malach_Sky.jpg

 

HOOOOO MAMA!



#32 Quanon

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Posted 30 March 2014 - 07:05 PM

Found a bit of time today to render out bigger rocks. A few more will be needed to really get that sense of depth and scale. A fun challenge, feeling happy how the left side is shaping up.

 

 

Malach_Sky33.jpg


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#33 Sith Holocron

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Posted 30 March 2014 - 07:34 PM

It's looking better with every new update. Keep up the good work!

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#34 Kainzorus Prime

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Posted 30 March 2014 - 11:37 PM

Shiiiiiiiiiiiiiiiny.



#35 MrPhil

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Posted 30 March 2014 - 11:52 PM

feeling happy how the left side is shaping up.

 

No love for the right side then? I gotta say this looks very good, Quanon, either side does, and I'm anxious to see the next part!



#36 Quanon

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Posted 02 April 2014 - 01:09 PM

Malachor is shaping up nicely. I'm sick at home and found some relax time doing some work in Photoshop.

I've started to add in some atmosphere stuff like swirl'n fog. Have to take a second look at the gradient that colors the sky.

The blue is a bit to strong to my liking right now.

 

Malach_Sky65.jpg


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#37 Mandalore

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Posted 02 April 2014 - 04:34 PM

That's...epic...


I have work to do. I should be doing it.

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#38 Sith Holocron

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Posted 02 April 2014 - 04:41 PM

Yeah, the blue might be a bit too strong.

That mountain that's way in the distance dead center of the texture: you might want to have that a little blurrier as it's just as in focus as the mountains closer to us.

Excellent work though! I'm enjoying watching this evolve bit by bit!

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#39 Quanon

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Posted 02 April 2014 - 06:35 PM

Thanks, SH. I got some solid advice from Redrob aswell.

Tweaked the skybox some more.

 

Malach_Sky75.jpg


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#40 Quanon

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Posted 02 April 2014 - 09:29 PM

Couldn't help myself. Had to check the results in the game.

And booooy, what  a let down. The Malachor areas are really crud.

 

It looks like the sky box is very close to the actual area model. So my peaks look enormous.

Thanks to the big size they do look rather crisp. Bit to much compared to the surroundings.

 

The worst part is, you just don't see anything much of the texture. It looks like I'll have to edit 

the Malachor models themselves. Hide the old skybox, make it seethrough, then by using a placeable

add in a new one.

 

Here's some screenshots I took when testing.

 

MalaPrev01_zps01f78fc6.jpg

 

 

MalaPrev05_zps5a0608f2.jpg

 

 

MalaPrev02_zps777f738e.jpg


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