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DarthParametric

Member Since 02 Jul 2015
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#57411 DP's Droid Foundry v2.0

Posted by DarthParametric on Yesterday, 05:31 PM

A bit of 3C-FD action:

SWTOR_Style_Droids_Astromech_3C-FD_01_TH

I haven't done the textures for the smaller side eye things yet, so those are just some solid colour placeholders.

And T3 with the old school head, for those so inclined:

SWTOR_Style_Droids_Astromech_T3-M4_02_TH


#57360 DP's Droid Foundry v2.0

Posted by DarthParametric on 23 June 2017 - 03:04 PM

Good thing for you then that I have already edited all the animations to add wheel rotation.


#57356 DP's Droid Foundry v2.0

Posted by DarthParametric on 23 June 2017 - 02:33 PM

Adding some details:

SWTOR_Style_Droids_Astromech_T7_03_TH.jp

SWTOR_Style_Droids_Astromech_T7_04_TH.jp

SWTOR_Style_Droids_Astromech_T7_02_TH.gi


#57338 DP's Droid Foundry v2.0

Posted by DarthParametric on 22 June 2017 - 01:07 PM

Throwing down the base textures on the T7 astromech:

SWTOR_Style_Droids_Astromech_T7_01.jpg


#57286 Bearded head for KOTOR II

Posted by DarthParametric on 18 June 2017 - 10:45 AM

Here's the best I can do. For anything else you'll have to get someone else.

TSL_PMHH01_Obi_Beard_01_TH.jpg

https://www.darthpar...arded_PMHH01.7z


#57265 How I add a nonexistent model?

Posted by DarthParametric on 17 June 2017 - 04:08 AM

That's how you do that. Add your new item type to baseitems.2da, put it in your Override folder, and in KOTOR Tool make sure Tools -> Options -> Other that the "Look in Override" option is enabled.


#57248 Selkath with lightsabers

Posted by DarthParametric on 16 June 2017 - 10:42 AM

Probably not the preferred way of handling things but you could remove critical strike, flurry and power attack from the utc nd make them use normal attacks which may look prettier when it comes to the clipping.


The problem is primarily with the normal attack animations. Giving them all two weapons or double-handed weapons may be a more useful approach.
 

only apply it to selkath sith apprentices you'd fight with whom you don't usually have that many conversations anyways, and leave the regular selkath


That was already the intention.

I've added some upper lip weighting, but it's still not quite like the vanilla. Will try changing the lobes to dangly meshes and then post a video.

Edit: Here we go, although there are some shading issues on the lobes causing some odd effects from the spec map.



I'm a bit vague on the settings, so they could do with some tweaking. Some extra subdivisions may help smooth out the jankiness as well.


#57218 Selkath with lightsabers

Posted by DarthParametric on 15 June 2017 - 12:56 PM

Fighting_Selkath_Sml.png


K1_Fighting_Selkath_01_TH.jpg

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:

K1_Fighting_Selkath_02_TH.jpg

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:

K1_Fighting_Selkath_03_TH.jpg

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.


#57217 Bearded head for KOTOR II

Posted by DarthParametric on 15 June 2017 - 12:44 PM

Few beards compare to TSL's Mighty Beardâ„¢.

TSL_Mighty_Beard_TH.jpg


#57176 Selkath with lightsabers

Posted by DarthParametric on 14 June 2017 - 10:45 AM

They don't have the animations and they use a non-standard rig, so can't use the player animations.

Edit: However, through a lot of work, it may be possible. Stay tuned....


#57133 [WIP] SWTOR-Style Alien Player Heads (Nautolan, Kel Dor, etc.)

Posted by DarthParametric on 12 June 2017 - 10:55 AM

I'm preparing the Kel Dor for release as a modder's resource. It needs someone to texture the head (just has a rough placeholder atm), the hands and the underwear body, but the head skin weights may also need some tweaking, especially for use as an NPC. I've compiled custom bodies that use the new hands that combine the UVs into a single map (1024 x 512 original + hands).

K1_Kel_Dor_Modders_Resource_01_TH.jpg

K1_Kel_Dor_Modders_Resource_02_TH.jpg

I'll put together the TSL bodies later in the week.

Edit: The unique TSL bodies are done:

TSL_Kel_Dor_Modders_Resource_01_TH.jpg

I just need to do up the other bodies and then I can release it.


#57084 Female Version of Bandon's Armor Model?

Posted by DarthParametric on 10 June 2017 - 03:34 AM

You can see on the medium, which is the base model I worked on, that the hands line up. That's the most important (and difficult) thing. Because of the different proportions, that makes her a bit shorter (because of the broader shoulders of males). That is then exacerbated when scaling up and down for the small and large. I'll give the medium a little scale bump and see if that can't even things out a bit, but it will never be perfect because of the different proportions.


#57069 Female Version of Bandon's Armor Model?

Posted by DarthParametric on 09 June 2017 - 10:35 AM

Here, try this out and see how it goes:

K1_Female_Bandon_Armour_01_TH.jpgSpacer_50.pngK1_Female_Bandon_Armour_02_TH.jpg

Scaled to female S/M/L sizes, lowered the collar height, expanded the chest a bit. I did a quick and dirty edit of the texture to black out the hands and make them look like gloves, so someone will probably need to make a proper texture for it.

I just exported it as PFBJ for ease of quick testing. You'll have to edit the texture column for body J in appearance.2da (blank it out) and give yourself the Revan/SF robes UTI. I'm open to suggestions about switching it to a different model.


#57059 DP's Droid Foundry v2.0

Posted by DarthParametric on 08 June 2017 - 12:47 PM

Ah, I missed the talk on HK, I was looking at tlknorm. Maybe I will try killing the keys on T3's listen animation, see if that has any effect. Although it's interesting that HK's talk is purely just the self-illum, whereas T3's listen has a lot of orientation keys for other bits.

Edit: Testing some animated textures out.



Seems like I should have put more forethought into the aspect ratio of those polys, but I can probably squeeze in another row to square things up.

Edit 2: Playing with some of the other lights:



I'm not sure I really like the PSI (processor state indicator - the round thing going from red to blue), but it's hard to pull off a decent transition without adding a bunch of extra animation frames. I wonder if I should go for more of a fade in fade out type of thing rather than a wipe. Modern fan built R2s with LEDs do the soft fade, but the original ANH R2 was using incandescent lighting presumably, along with some sort of mechanical rotation component, that gave it more of the wipe effect. Of course ANH R2's hardly moved at all, and was often stuck halfway between red and blue. Maybe I should just put it on a super slow frame rate. It seems like 3 frames at 0.1 FPS is a good compromise. I'll have to watch ANH again and see what goes on with R2's lights.


#57036 DP's Droid Foundry v2.0

Posted by DarthParametric on 07 June 2017 - 01:46 PM

One design thing? There's a common body, but six different heads. The plan is for the T7 head version to replace T3-M4, the new T3 head version to replace 3C-FD, and then the other four head variants will be used for whatever various generic background astromechs there are in the games.