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DarthParametric

Member Since 02 Jul 2015
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Posts I've Made

In Topic: MDLedit bug reporting thread

13 October 2017 - 01:30 PM

A problem with vert ID perhaps? Are they changing when recalculating smoothing? MDLEdit says that the head mesh has 501 verts/749 tris in the binary model, but Max says the ASCII model has 502 verts/750 tris.

In Topic: DP's Droid Foundry v2.0

12 October 2017 - 01:54 PM

I'm not planning on adding any more heads. I had originally intended to use the Republic droid head for B4-D4. I still may, nothing is finalised yet. As to that collar thing, god no, that thing looks retarded.

I'll probably move on to something else like the war and assassin droids for a while now.

In Topic: DP's Droid Foundry v2.0

12 October 2017 - 12:20 PM

SWTOR_Style_Droids_Protocol_22_TH.jpg

In-game test:



It may be a tad too shiny (although I am still using the vanilla CM_Baremetal, haven't tried it with other envmaps yet.). Also I think the normal intensity of the damage needs to be toned down a bit, at least on the head. And the colour is still a bit anaemic looking.

In Topic: DP's Droid Foundry v2.0

10 October 2017 - 08:21 AM

Now that they have finally broken cover, I can say very special thanks to bead-v for KOTORmax and MDLedit, without which getting these models into the game would not be possible, and ndix UR for TGA2TPC, which allows for the creation of functional tangent space normal maps.

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Got the classic style head mostly done, just need to add the neck and tweak a few things:

SWTOR_Style_Droids_Protocol_20_TH.jpg

Edit: OK, I think that's about it. On to unwrapping, creating the high poly, and texturing.

SWTOR_Style_Droids_Protocol_21_TH.jpg

In Topic: KOTORmax bug reporting thread

10 October 2017 - 06:24 AM

You'll occasionally see something like this:

KOTORMax_Rotation.gif

in the padding before the start of an animation sequence. Although it has been drastically reduced in the release version, to the point where I had to hunt around a bit to find an example.