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Showing content with the highest reputation on 02/25/2020 in Posts
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2 pointsHi there! I'm back from a long hiatus to make the leap from the texture mods I've done to models as well. Currently looking at the Peragus mining droids. (I think that whole section of the game could be made less of a burden to play through). I'm using 3dsMax as my platform of choice, and would like to know how the game handles Quads. I see that the current models are built around triangle polygons, unlike the current quads with triangulation underneath. Will modelling with quads become an issue in game? I may take a swing at high poly characters/heads if this works well.
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2 pointsAll game models use tris. In fact everything that uses polygons uses tris. Any n-gon you see is just a bunch of tris with the edges hidden. All meshes will automatically be triangulated when they are compiled, but due to the way some modelling programs handle mapping UV verts to geometry verts, you typically should triangulate yourself before export to avoid potential texture anomalies. It's probably not overly likely when going from Max to KOTOR, since the engine was built around that workflow, but it's definitely a problem that happens when going from Max to other programs, so it's a good habit to get into. You can easily triangulate by changing the mesh to an Editable Poly (or adding an Edit Poly modifier), going into vertex mode, selecting all (Ctrl-A) and hitting the Connect button.
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1 pointUPDATE: In case anyone may be interested, I think the problem was the faction for the .utc file set to 1. Once I swapped it to 5, the walkpoint pattern worked as intended. The only problem is that the three droids keep bumping into each other in the corridor. I will see if it's possible to eliminate this problem without too much effort otherwise I'll keep it the way it is.
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1 pointWhatever program you want. Whatever you are comfortable with and does the job. Like I said, the specific program doesn't really matter as long as the game gets what it needs. Photoshop (or Gimp) would be the traditional route, but these days there are any number of commercial and free programs that are either dedicated texture painters, or incorporate texture painting as a sideline. If you can do 3D painting in Max, or Blender, or whatever, then that's fine as long as it spits out a texture at the end.
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1 pointView File Mira Shirt Edit Gives Mira a new top to layer with. Stylish Concerned it might ruin immersion? Don't worry, the dialogue lines referencing Mira's outfit still work: Mira's "Men are easy" -> neckline still low enough that men can still be easy Atton's "Maybe without the plunging neckline" -> Atton thinks the vanilla female underwear is hot so anything over an inch below the collarbone may as well be a plunging neckline to him Installation: Drop P_MiraA.tga and P_MiraAD01.tga into your override folder Uninstallation: Delete P_MiraA.tga and P_MiraAD01.tga from your override folder Submitter sovonight Submitted 02/24/2020 Category Skins TSLRCM Compatible Yes
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1 pointI've been working on remodeling droids on Peragus in 3dsMax. Have you determined if you can use your own rigs for animations? Or would I be stuck just building around the "bones" that the original models have. Thanks for any info! Love your work, and great to see there are still ambitious modders out there
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1 pointOnce @Snigaroo makes the sock puppet account, we should be ready to go. However, this thread seems to have a lot of folks that are enthusiastic about the JumpStationZ mods being available to the community. It only makes sense to have many hands helping in this as we don't know how long we have. If you're interested in helping, why not state which of the modders you like to preserve by uploading their work to the site? Here is the recommended way to proceed: 1. State which modder's work you're uploading. Only choose one modder at a time. (You can always volunteer again after checking who is available.) 2. Use the information in the Mod's read-me (where available) to create the mod description. If spelling errors exist, please correct them. 3. If you wish to use the mod to gather pictures, you can do so but it is not required. Use the logo in my last post in the thread and alter it accordingly for each mod uploaded. 4. If the mod is for KotOR1, put down that is not compatible with K1R. If the mod is for KotOR2, put down that is not compatible with TSLRCM. 5. State in this thread which mods you have uploaded by stating both the modder and the official title. This will let other folks in the thread know which mods have already been taken care of so we don't have a duplication of effort. If the admins deem a different way to proceed after I post this, they have blanket permission to adjust the suggestions as necessary. Update: I have uploaded the following modder's mods which are hidden until they can be transferred to the alt account. This list will be updated accordingly so check back here for continual updates. Modders and whether their mod's uploaded have been 100% completed yet AI (100% complete) Achilles (in progress) Agent Xim (100% complete) Alveron182 (100% complete) AVol (100% complete) CaptainSkye (100% complete) Colja (100% complete) Colma Adawin (100% complete) Commas (100% complete) D.J. (100% complete) Dak Vesser (100% complete) Darkkender (100% complete) Darth333 (in progress) DarthMoeller [AKA Moeller] (100% complete) Dragoon ZERO (100% complete) Gsccc (100% complete) JdNoa (100% complete) numark79 (100% complete) Oddball_E8 (100% complete) ORSAN (100% complete) Quanon (100% complete) Prime (100% complete) RedHawke (100% complete, courtesy of jc2) Tesla (100% complete) Torthane (100% complete)
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1 pointYeah, I'll tackle Redhawke's mods. If that logo checks out, I think it's a great idea and will use it.
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1 pointMy time is limited but I will see what I can do. However, I do have a request for the admin folks... For those modders that aren't on this site (like Quanon for example), I'd like for a new screen name to be created - such as "JumpStationZArchive" - so no one here gets undue credit for uploading the mods. Credit should always remain with the original modder and having my name (or anyone else's) attached to it lessens those modder's work. AFAIK, administrators can still change the ownership of the mods from one person to another but moderators may not be in the same boat. If one or more administrators can both create the pseudo-member and reassign the uploads to that account, I'd be willing to start work on this. As I don't have time to go through every mod, I will not be listing compatibility for any of these mods nor providing representative pictures. I will assume that each and every mod that I upload is incompatible with either K1R or TSL. Instead of a representative picture, I'll post something like this for each of the JumpStationZ archived mods. As I go through the mods, I'll also look over the documentation for each for spelling errors and also change the TXT files to either RTF or DOCX for modernization purposes. Sound good, admin types? @ChAiNz.2da: Does the above logo meet with your satisfaction? Addendum: I have been informed through back channels that @jc2 is still quite willing to do this. I commend him for his efforts if he does wish to continue and he can use the above logo if he likes. (The font used above is "Verdana" and matches what @ChAiNz.2da used in his original logo on his site. IIRC, Verdana is a standard font included with Windows.)