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Quanon

Member Since 11 Nov 2011
Offline Last Active Today, 06:05 PM
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#56553 Quanons many projects.

Posted by Quanon on 21 May 2017 - 07:07 PM

I just did a quick and dirty test on the swoop bike thing. Before I get to do some rendering for another little project with SH.

I've been trying to import v_superbike.mdl into 3ds Max. That is the model used by the game as your swoopbike.

 

But when  importing Nwmax "crashes", something about the animations. Not sure what is causing it. So far the oldest version of MDlops gives the best result.

As when Nwmax does the crash, I rerun the script; and then the model appears. But the animations are not okay. Only two animations remain and they are seriously wrecked.

 

So I can't redo new animations for my own swoop bike model. As I don't know how many the old model has and how the animation are done on its timeline.

I also don't know the "class" the Aurorabase belongs to: is it an item? character? or just Other?

 

But to get a start I just made a very simple boxy model and did an export, compiling with MDlops and dropped the thing in the override.

To my suprise the swoop bike track gets loaded on Manaan. But it looks wrong, the GUI is not OK, neither does my swoop bike move.

 

The countdown works, but then nothing happens. Hitting esc just pauses the game. So it's task manager to quit :laughing:

It would seem the animations are important to get the swoop to work like it should. 

 

But since I can't get a good ASCII to look at in 3Ds Max, I'm sort of stuck, with experimenting blindly... 

If there are more techy folks here, who also understand the Binary format; do you think it's possible to tell me how the animations go?

 

Not sure what is possible in that regard though; but any pointers would be helpfull. :)

 

For the curious, this how it looked. The little grey box is my model. I've also been messing around with the camera 2DA, so perhaps that is why the GUI looks wrong?

Anyhow, back to the rendering business first!

 

swoop_test.jpg




#56493 Nar Shaddaa Expansion

Posted by Quanon on 17 May 2017 - 02:56 PM

He agreed to help me some hours ago! I'm already going to use reskinned modules as the main promenade stuff, and the cantina and casinos are going to be made by him.

Also, please vote, the poll is there for a reason!

 

Yes, but you'll need to write up your script for all the quests and things you want the player to do. Lay it all out.

So that I and you know what MUST be included in which model. And how many models you want.

 

I won't start on anything just yet before I get more details :D

But let's keep that for the PMs.

 

I'm just running a lot of things at once, my own mod ideas, plus other projects with other modders.




#56352 Download:NPC Portraits for TSL

Posted by Quanon on 13 May 2017 - 09:16 PM

I shall give it a spin soon :-)

Was just started with a playthrough, will be a blast to "get" the portraits as the party grows.

 

As I only did the characters, I'm curious to see how it looks with the background and in game.

Very nice work SH! Just shows you nicely how much awesome stuff the community has created for TSL.




#55893 Quanons many projects.

Posted by Quanon on 26 April 2017 - 09:32 PM



Is he riding a lawnmower?

 

Hahaha! :laughing: An update on this lawnmover

Going through all the parts of this model and UVmap them.

 

I've got some textures picked out to use as a base for the "greedy-speedy-lawnmower"

So here's another peek at how things look so far.

 

Spoiler



#55823 Exported models are invisible

Posted by Quanon on 24 April 2017 - 01:16 PM

You might want to contact  Bead-V. He has been hard at work to make a new import script that also imports the lightmap info from the game.

As now, whenever you use MDlops, you loose everything about the lightmaps. And you would need add it back in manually.

 

You could do this in the ASCII file, but, since any area is made out of hundreds of meshes, it's a lot of tedious work.

Also writing it out here, would create a large wall of text :laughing:

 

If you want more info on how to create lightmaps:

http://deadlystream....-an-area-model/




#55764 Quanons many projects.

Posted by Quanon on 22 April 2017 - 10:04 PM

No worries, I've collected a few extra bits and pieces to complete Jolees underwear skin.

He'll get a proper release just like all the others :D

 

So, tonight I got some modelling done. I've worked on Jaxs Swoop Bike.

I've based it off, naked bikes and café racers, I felt that this was a nice match for the Gammorean.

 

Just got the body from the bike about done. Perhaps some odd bits to flesh it out a bit more.

The little back wings, will get some extra struts for support. Might add more minor details on the panneling.

 

Though I think most will be done texturewise. The idea is that this model will be added to the game. 

First as a placeable though. I might sink my teeth into replacing the swoop bike model; no promises though. 

 

I've got no idea how the game will respond to that. Not even sure if the swoop bike model works as a regular game character or not.

But since we can add extra bits to head model or regular bodies, I thought it would be fun if your swoop bike could look a bit more personal?

 

I'm planning on adding a more "chopper" like steer. I can't see the Gamorrean leaning over :laughing:

Minor preview of the thing. Mind just place holder materials!

 

Spoiler



#55707 Quanons many projects.

Posted by Quanon on 20 April 2017 - 01:42 PM



The collar around the neck looks a little weird. Other than that, we're looking good. Like the styles you're going with. Going to adopt some of these to the Taris and Tatooine racers?

 

Yes, that's the idea; I want every racer to have his own look :D

The collar needs a little tweaking to blend better with the skin; it's bit harshly cut right now. 

 

Another peek at Casandra, I noticed the "chroom" effect is a just a bit to visible in game. I'll need to soften that up. Otherwise I think it works rather good.

Simple, but good :P

 

Spoiler

  • jc2 likes this


#55394 Quanons Tutorial Thread.

Posted by Quanon on 09 April 2017 - 07:08 PM

Hello, fellow modders!

 

I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games.

Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version.

 

As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. 

I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot.

And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-)

 

I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results.

So on wards to my first tutorial for this thread.

 

Creating a sword model:
 

Part I

 

 

Part II

 

 

Part III
 

https://youtu.be/lHiC3MQBJLk




#55212 Reshade for Kotor / TSL

Posted by Quanon on 01 April 2017 - 12:37 PM

So I had to try this out! :D

But I don't get really nice results, on my first try, I have this really strong "noise" effect and the contrast is to hard to my taste.

 

Noise_Contrast.jpg

 

I then tried one of the downloads from this thread; Constars reshade settings. But then my whole screen got blurred out :laughing:

I'm an absolute noob, so how can I alter the looks, I've tried to get my bearings in the sweetfx and reshad files, but I don't really have an idea, what I can change for the best.

 

blurr.jpg

 

 

How would I reduce the noise effect and have less harsh contrast?




#55045 Quanons many projects.

Posted by Quanon on 19 March 2017 - 09:16 PM

So the armor thing is growing into a slightly bigger mod. I made some helmets and a Bandon skin for J7. But that's a long while ago. And instead of letting that stuff collect dust I decided to make an armor pack.
Every armor works as a disguise, but each armor has the same head. This is a head, Asian head 03 IIRC, with just a plain black leather skin. Like this the player can mix and match any of my helmets with any of my Bandon armors.

Of course you can still use the helmets on any other armor of the game. I think this is the best option. Yes, using, just a visor on any of my Bandon armors will look daft. For best looking results use full face masks from the game or any of the helmets I created.

The mod will include; so far:

3 armor
  • Praetorian
  • Darth Knight
  • Mass Effect/ Dragon Age armor
5 helmets
  • Sith Assasin mask
  • Alpha Romea looking helm
  • Praetorian helmet
  • Darth Knight "shark"
  • Mass Effect/ Dragon Age helm
Possible one more helmet. I just need make a skin for it :D
And I'll check another one of my external HDs. I might have a back up of other things on there.

Quick peek at the things in action:
Spoiler



#54948 mdlOPS 0.5

Posted by Quanon on 15 March 2017 - 07:38 PM

Can someone upload the mdlOPS version 0.5 please? I heard that it is better than the recent versions but I cant find to download.


I've got this pack, which has all the versions of MDLops. I often switch between different versions if some models don't work out OK.

http://www.mediafire...7oov/MDLOPS.rar


#54940 Quanons many projects.

Posted by Quanon on 15 March 2017 - 11:41 AM

Just checking.  I was wondering if I should be getting ready to find all of Bandon's lines to add a mask filter on them. LOL

 

I could always, at sometime, do a Bandon reskin and give the dude a helmet :P

Though I would like the helmet to fit the Star Wars era of kotor more.

 

My own creations are just that; my own ideas, but it doesn't fit Star Wars  very well, IMO.

It's more for the fun of creating and then seeing it in action in a game. :D

 

Also worked on the knight a little, minor tweaks... building it up.

 

Spoiler



#54900 Quanons many projects.

Posted by Quanon on 14 March 2017 - 03:57 PM

A question regarding the Bandon Knight: Does this replace what Darth Bandon wears, is it something the player can wear, or is it both things?

 

It's a new item for the player to find in the game. It doesn't replace Bandons skin. But it uses the same model.

Consider this the Dark Side version of my Praetorian mod I released.




#54893 Quanons many projects.

Posted by Quanon on 14 March 2017 - 01:44 PM

Thought I had finished the knight looking Bandon skin. But it looks like I lost my latest photoshop file on that one. Had to start over with an older version.

Very early WIP, keep that in mind folks!
 

 

 

Spoiler



#54883 Quanons many projects.

Posted by Quanon on 14 March 2017 - 11:37 AM

Made a short video showing my Malachor reskin pack with an updated skybox.

Thanks to Kexikus, for a better looking cloudscape. The difference is huge!

Other small bits have been adjusted, fog and mountain peaks. But the clouds are the main and biggest change, of course!

The lightning seen in the vid below is done by a mod from Sith Holocron.