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Showing content with the highest reputation on 10/11/2024 in all areas

  1. 1 point
    Felt like posting for this new project, bringing some Halo weapons to the game. Got some licensed models with high quality. I edited the textures to bring reflection, models to bring some bright where needed, played with aurora lights to bring dynamic lightings, i also experimented with JC's blaster visual effect models to make the projectiles similar to what's in Halo. I am very proud for the Needler especially. I also added lots of sounds extracted from my master chief collection to the custom ammunitions / melee sounds. I tried to implement them in game in a Lore friendly way. The rakatan faction will use some ancient curveblade, and The One will wield the energy sword aswell. Finally, i played with the upgrade property. So now the energy sword and the needler are the only crystal upgradeable melee / ranged weapons (so cool for the needler especially, fits the weapon perfectly). Needler Plasma pistol and rifle Energy sword and spiker At some point, i would like to add the Needler needle as a new upgrade crystal for the lightsabers. Also, make the color customisation possible for the energy sword with color crystals, and doing scripts like the crossguard lightsabers to make T3 bind or unbind crystals to the base hilt.
  2. 1 point
    You're welcome, like I said I needed to get this done at some point anyway because I am aiming for my own project to work across all platforms/versions of the game and to be a relatively quick / easy install without some laborious guide to show users how to get everything set up. Though it's unrelated, I have also prepared a version of the Coruscant Jedi Temple mod by deathdisco for the Mobile and Xbox versions of the game. As far as I can tell everything works for this, I only gave it a quick test by loading into all three levels but I don't see any cause for concern and will test it thoroughly at some point as well. The issue with M478's larger levels might take a while for me to solve as I am trying to determine the best approach rather than trying a bunch of different things or rushing it. 804DRO, the level with the long hallway like areas that are open to the sky, it seems, is too large and I need to figure out a way to cut it down. My current thoughts are Make different versions of the level and trim any unnecessary geometry, which is rather convoluted and seems like overkill. or Check the visibility files to ensure that any parts of the map that can be hidden, are hidden. Though as I don't do much modelling, I might have to reach out for some help on that one. We will have to wait and see for the time being. EDIT : Further testing has revealed that the larger level does actually load in, it just has a problem somewhere which is likely to be too many assets such as placeables or characters. Loading up an empty version of the level confirms that it is not the level geometry causing issues. More screenshots. Thor110
  3. 1 point
    Ye ik something was not right with the jaw weight or something, tbh i didnt test this out extensively. I could strip the head manually from the diversity mod, or manually "fix" the animations, gonna ask DP at some point after some proper play test. Ty for pointing this out. EDIT So i tried to fix the jaw / respiratory mask animation, using skin weight. I didnt manage to do anything good. It is okay without the animation, but even a very slight movment would be welcome tho. I figured out how to edit uv maps, mostly looking at DarthParametric's Kel Dor ressource. So now i can blend the bao dur arm + the separate model into a single texture. So it shoud cause less memory leaks, and it allows the whole clothings/armor/robes customisation. Atm working on these things : - Fixing the low res textures for armors/clothings (im gonna bring this to 1024x2048 and 2048x4096) and some model artifacts (especially hands) for the whole Kel Dor modder's ressource. There are also some uv mapping errors i need to correct after playtesting. Bring a basic texture to the hand model for every textures. Done ! The playable Kel Dor mod is out with a severed arm variant ! - Bringing the entire Bao Dur body model to k1, apply the arm texture with the same process as DP's Kel Dor ressource through uv editing to every armors/robes (grabbed his heavy model mod btw but gotta do my own thing for the jedi robes). Done !! So now every vanilla appearances are supported with full armor robes clothing customisation. I took the scout as a base model, because it had the same animation property for Bao Dur. I made the fist animation from Bao Dur the unarmed melee attack with the model, so we can see bao dur arm in action. I will release this as a modder's ressource soon. You can check the result here : Body model final result - Finally, doing my own model blending the Kel Dor and the Bao Dur arm, and basically do the same process for the textures + apply uv maps. Done aswell ! I fixed the uv maps for the kel dor model, fixed some missing parts for the armors also, and brought some nice 2048x2048 textures. The final result is pretty good ! The only thing is that there is something a bit wrong with the weapon placement in the kel dor hand from the modder's ressource, the only thing left to correct. You can check the result here : Kel Dor severed arm I can't wait to bring my Kel Dor veteran with the close combat feat to give ! Now i feel like adding him as a playable character if Juhani is not in the party, would be great. Making new model variations is so exciting, so many customisation options are possible ! Im gonna go back to extracting some alien heads, maybe try to get some rodian hands working to match the head.
  4. 0 points
    As a heads up, I am currently working on a Mobile version of M478EP and have been given the go-ahead by zbyl2 to upload it once it is in working order. However, there is still a lot of testing to do and some crashing issues to overcome with the larger levels. But rest assured, your request is being worked on. It's just currently locked behind a few problematic issues for the time being. It will be free and out in the open as soon as I can work out a simple way to resolve them though. Thor110