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Showing content with the highest reputation on 08/19/2020 in Posts

  1. 1 point
    Haven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model! Ahsoka_beta.zip
  2. 1 point
    Update: Looks like converting with MDLedit instead of MDLops and checking that all my meshes are under 16 bones each seems to have worked. In case anyone else comes around with the same issue one day, this is what solved it for me.
  3. 1 point
    Since you're creating area models (although I'm not quite sure which software you're using and I don't think you'll get around actual 3d modeling if you want to continue this project), here's two threads that you should look at that contain pretty much all the information needed to create custom areas which is totally possible even though it's obviously a lot of work: And finally, here's a tutorial on lightmaps:
  4. 1 point
    Yeah, that's why I don't get why I don't see it here. Might be an oversight. If you're looking at the one in scripts.bif, though, that's the original. TSLRCM doesn't edit the BIFF archives directly. I don't think there was even a tool to do so at the time of release. I was just reiterating the problem according to DrMcCoy. But if your new DeNCS can deal with that, that would be very interesting. Are you able to decompile any of the other scripts that include k_inc_treas_k2 that I mentioned?