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Everything posted by VarsityPuppet
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http://www.indiewire.com/2018/05/boba-fett-movie-star-wars-james-mangold-1201968285/ James Mangold, who directed Logan, The Wolverine, and 3:10 to Yuma is going to direct the Boba Fett solo film. Coming just off of Logan, I think this an inspired choice for a Star Wars film, especially since he is writing and directing. Certainly better than their original choice, Josh Trank (who was responsible for Fant4stic). Of course, hard to say how much studio interference will play into this, but I remain ever optimistic (note: I haven't seen Solo yet)
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Somewhat related: Is IPB something that we can integrate with a mobile app of some sort? I've been wanting something like that for awhile. I think it'd be awesome
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Well, I tried changing the base to character, turned off my awful height/bumpmaps and used `minimize (weld) vertices` option in mdledit... ... still crashes. It will load up the dialog most of the time, but if I alt tab in/out of the game it definitely always crashes
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That's the cardinal rule of alien dark-side transitions - MUST HAVE TATTOOS
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Ah I see. I must have looked at the wrong bumpmapping tutorial. Interesting about the alpha maps... so do you think it is crashing because of the presence of both envmaps and mesh alpha? I can chop up the mesh into smaller chunks, but it'll have to wait until I get home
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Does that map to isBumpmappable in kotormax? I feel like I've been getting that to work. My thought process is: - Mark mesh as bumpmappable - Specify a bumpmap texture in the txi of the texture that's applied to the mesh - Specify in the bumpmap texture's txi that it's a bumpmap - Works fine in game? Yes, the mid grey ambient and diffuse is unintended. Not sure how that always tends to happen. I feel like a student who submitted his homework and is now getting it graded haha
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Okay, I may have misspoken in terms of the 16 bones. All I remember is that it does not have the desired effect for me, which is to have everything animating correctly. I really appreciate the help guys, may God bless all of you For y'all who want to test this mesh alpha business, here's a little care package for you. Let me know if you need anything else from me. As far as other work goes, I'm just waiting to see how the mesh alpha stuff turns out - it's otherwise pretty much ready for release Ajunta_Pall_Care_Package.zip
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Yeah no luck. Even if I set one of the hands to have a mesh alpha value, it may load up for awhile, but it will eventually crash in the game :|
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I will give that a shot the first chance I get. I'll try troubleshooting the alpha mesh stuff as well. I'll post updates in the thread, so we can figure out what's going on
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From the album: VP's Screenshots
Ajunta Pall Dance party! -
I do want shiny. What I noticed is that when I set the mesh alpha, it didn't actually make the character transparent like a ghost, but instead made him shiny. If I change the txi so it's not set up with a bumpmap, it works fine - I get shiny and transparent. mesh alpha + envmap + bumpmap = whole character is shiny mesh alpha + envmap = transparent and shiny, no bumpmaps though I guess basically what I'm saying is that bumpmaps don't seem to play nice with mesh alpha
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I'd have to double-check (I'm at work and away from my modding computer). IIRC, no shadow casts are being set. Not even the bones. I turned off shadow casting for everything because ghosts don't cast shadows. I suppose it is possible that it is accidentally being set in the ascii? txi semantics are probably something like p_ajunta texture: bumpyshinytexture cm_baremetal bumpmaptexture p_ajuntab p_ajuntab isbumpmap 1 bumpmapscaling 3
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Well, back when it was just the Ajunta Pall body, and I set the alpha, it seemed to work just fine. Once I added the head and the mask to the model (along with setting the alpha), that's when it started crashing. So perhaps it has something to do with the head or the mask. Note: The model itself works just fine, as long as there is no alpha value set on any of the meshes At any rate, here is my current set up: mesh 1) torso and arms skin mesh 2) pelvis and legs skin mesh 3) left hand skin mesh 4) right hand skin mesh 5) head skin mesh 6) mask (trimesh, hooked to head) mesh 7) left eye (trimesh, hooked to head) mesh 8) right eye (trimesh, hooked to head) Why did I split up the body that way? Idk, I'm lazy? I would have even made it all as one mesh, but it wouldn't let me compile if I had more than 16 bones tied to the skin modifier One last thing: If I set the mesh alpha, it looks like I get a shiny texture? I have a feeling this has to do with bumpmaps... am I going to have to get rid of bump maps?
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D'oh! I guess it's been awhile since I have set up a tslpatcher correctly!
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I'm not familiar with that process of setting alpha on the meshes. Perhaps I will look around (otherwise I welcome any pointers ) EDIT: Figured it out Second Edit: Well, it seems that setting the mesh alpha has somewhat unpredictable results. In this case, mainly it will crash if I load up Ajunta Pall. Not sure what the deal is. I mean Ajunta Pall has quite a few polys, so that could certainly be part of the issue. (5,000-ish) At any rate, I made a few more adjustments to make him more scary. Oh and he's all one body model now
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Did a quick voice test too. Tell me what you think
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I toned down the colors a bit - much more muted. The reds have turned to brown now, and the colors in general have been more muted. As far as ghost form, Silveredge's Unique Ajunta Pall is a really great mod, there's no doubt about that. It will be a big challenge to surpass its level of quality. Here's a variant - he's in the tomb so it's under the right lighting. There are a few problems I face when dealing with ghostly forms: 1) Doors and smoke will render on top of the character if I use blending additive 2) If I use a normal texture with alpha, it will render through the door and the smoke So I'm left with either the shield effect or I could just get rid of it. It wouldn't be terribly out of place after all, since that's how characters appear as visions in the TSL Korriban tomb. But I still want to make him look ghostly, so I tried... uh white glowy eyes? Idk, what do you guys think? I can decrease the shiny metal no problem, I'm trying to figure out what looks good in terms of ghostliness
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Infinity War thread? Infinity Gauntlet mod?
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UPDATE: Nearly done. I'm quite satisfied with the shading and the cloth folds. It's maybe a bit saturated in sunlight, but in the tomb it looks better. The few things I will probably clean up - a little bit of tweaking on the cloth textures. A little too dark on the hood, and the lower half of the tunic is not sized correctly. Regarding colors though, I want to stay with red + brown + tan color scheme, as it is canon according to the source picture I found , but I'm open to making a few different options. Made that face mask and a slightly modified Male Head 2 (PMHC02) Full body I threw in some bump maps to bring the shoulder pads to life as well These are all 4096x4096 by the way... might offer a few downscaled options