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Quanon

Member Since 11 Nov 2011
Offline Last Active Aug 19 2017 10:31 AM
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#57422 Quanons many projects.

Posted by Quanon on 26 June 2017 - 11:54 AM

You should release those in a pack. They look fantastic.

 
No worries, I will release them. I just want to do a few extra colors :D
 
Meanwhile, I've been testing KotorMax and MDLedit. An updated version of NWmax and MDLops, which was the tool I used for about everything 3D related.
I now have used the tool for a first serious attempt at getting a new area in the game. The experience has been great.
 
Things work pretty good from the go. I only had to correct a few bothersome meshes; still have a few left. Looks like the rescaling I did on some of my machines got lost on the exporting or compiling.
Walk-mesh creating has been a blast as well. I don't think I ever got a good result from the very first test.
 
Camera gets blocked of as well; which used to be an annoying affair to get corrected. Often meaning things got broken beyond repair sometimes.
I do still have some issues, with my Light maps. It looks like UVs got destroyed. I might have done to many 3D meshes in one go for the tools to handle.
 
So I cheated a bit. I just turned all of my light maps in a neutral grey. Which at least made my area visible for inspection.
 
This is an updated model for my Scrapyard mod. It's the landing bay. So far only the Ebon Hawk and Barracuda, use their proper Light maps; all the other stuff has the "cheating" lightmap applied :laughing:
 
MIND, this is sort of an alpha or beta build. I'm very aware of the faults!
Spoiler



#57396 Download:Quanons Jolee Reskin

Posted by Quanon on 24 June 2017 - 04:57 PM

thumb-ff2bbbb6b5f343ed0da29bc0ab16d10e-p

 

 

 

File Name: Quanons Jolee Reskin

File Submitter: Quanon

File Submitted: 24 Jun 2017

File Category: Skins

K1R Compatible: Yes


 

 

 

 

 

Quanons Jolee Reskin.

 

It has taken me some time to get the last of my reskins out of the door. But it's here!
Jolee, the old Jedi hermit, crazy wisecracking cook? Ahem, coot... had been done for some time.

 

So have a peek at the screenshots, as I've given him the same treatment as my other reskins.
A nice size boost; which allowed me to put in a more texture to his skin and clothes.

 

I've kept his classic vanilla look, so no changes to his design. Just more crisp and sharp looking details all over.
Jolee comes with 3 differant icons. I've put those in a folder. When installing just rename the icon properly.

 

You only need to remove the '02' or '03' suffix. For the other files, just copy them to the Override and done!

 

By demand a more hairy chest version has been added!

 

 

 

 

 

Click here to download this file




#56975 Nar Shaddaa Expansion

Posted by Quanon on 05 June 2017 - 04:52 PM

So, I finally have something to show for this mod. Besides my areas I made years ago.

I planned on creating some extra placeables to decorate and pimp older modules and the new ones.

 

Though, it took me some time to get it all going. Thanks to Bead-V for checking my work, as I wouldn't be able to show this tiny victory!

 

A new display, it smaller then I thought, but it's animated. I'm messing about with Genetica 4.0. It helps me to create animated things. Though it's node based, so I need further dig myself in. I'm very visual, so I really like doing things in Photoshop.

 

But I guess combining these two might give me really nice results. The shot below is just a place holder texture. It was a very experiment in Genetica.

Spoiler

 

Had some more texturing fun. I have now a wobbly dancing Juma Juice :P

 

Spoiler



#56852 Best way to go about re-sizing and enhancing quality of textures?

Posted by Quanon on 01 June 2017 - 08:41 PM

Well, for my own reskins I made for the K1 party: I only used the old game texture for the color. (Just gave it a minor blurr; mostly use a black/ white copy to boost shadows and highlights, with a layer set on Overlay or Soft Light. Tweak Opacity or adjust it via Adjustment layers. Working none-destructive ;-) )
And as a guide for the layout or where certain folds; belt buckles.. etc, details are.

I then used various other photos of "textures" from fabrics, like burlap, cotton, leather...etc and a few Photoshop filters combinations, plus playing around with layer options, to get some effects.

Then endlessly tweaking contrasts/ brightness... vibrance... or Levels to get a result YOU like.

 

For the human skin, well, the internet is full of bare human skin, I don't think I need to point out where to look :laughing:

The thing you need to look for when you are searching for your materials is the size of the pictures. Preferable 2000pix and up.

 

Like that you can just use a part of the texture or re-scale it to your own liking. The bigger it is the more you can play around with it.

 

A good scource:

https://www.textures.com/

 

Free to use, no need to pay, but you can only download about 15 textures a day and not always the premium quality.

But they have a huge selection some really great stuff to be found. Sadly Mayang textures is gone; was another good site.

 

Still just using google sometimes gives you what you need.

But as DP pointed out, the UVs for most models have really bad parts; so these can be really annoying as they can wreck details.




#56829 Quanons many projects.

Posted by Quanon on 31 May 2017 - 06:10 PM

Taking a minor break from the portrait rendering today. As I didn't have much time to do some modding; I decided to do some color tests for Mission.

As I mentioned those when I started this whole reskin the party business :laughing:

 

Just a very basic test for how strong the color should be for her skin. Eyes and eyebrows need extra work, plus each color might need some tweaks on contrast/ highlights. Clothing will remain the same for now.

So far I've got a green, red and white/ ivory version in the cooker. Mind this is just for pure fun.

 

I've got lots of things in the running, this is just something for whenever I feel like it :P

 

Spoiler

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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

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#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