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Everything posted by DarthParametric
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From the album: DP's 3D Printed Stuff
Booster main component. There are two more pieces still to be printed that act as inserts at each end and join with the clamp and handwheel, but those will mostly end up hidden. -
From the album: DP's 3D Printed Stuff
Balance pipe (emitter) printed in 4 separate pieces, two of which had to be glued together. I had to split one piece into two because of issues with bed adhesion. -
Yep, normal map functionality has been implemented. It was a two part issue, requiring both stuff in the model and saving the maps as TPCs. The models in this thread all use normal maps. There are some engine limitations regarding what you can do with them though, particularly when trying to combine them with envmaps.
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From the album: DP's 3D Printed Stuff
Rough positioning of currently printed parts. Having the real thing in-hand, and going back and looking at reference pics, I think my handwheel is undersized. It's maybe in the ballpark of 80-90% of what the real thing looks to be. Unfortunately the only source of specific measurements I could find turned out to be primarily based on the ROTS hilt, which is wrong. So I guess I will be printing those parts again at some point. But I'll print everything else first, see how it all goes together. -
From the album: DP's 3D Printed Stuff
Dry fit assembly of the grenade parts. -
From the album: DP's 3D Printed Stuff
Grenade body. The end of an 11 hour print on the left, covered in support material. On the right, with support material removed. -
From the album: DP's 3D Printed Stuff
Grenade stem -
Off-topic but you need a stroke or drop shadow on that text. Either that or tone down the background.
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Spawning an item in another module?
DarthParametric replied to Reztea's topic in General Kotor/TSL Modding
That would be a combination of scripting and plot flags I assume. The dialogue fires a script that sets the flag in one module, then the onload script in the other module checks the flag and spawns the item when it reads the proper value. -
From the album: DP's 3D Printed Stuff
Underside (left) and top (right) of the grenade wind vane. Still requires cleanup. There is a bit of spiderwebbing between the vanes. -
From the album: DP's 3D Printed Stuff
Handwheel parts in a dry fit assembly. -
From the album: DP's 3D Printed Stuff
Component parts that make up the handwheel, i.e. the pommel. -
Obi-Wan ANH Lightsaber 3D Printed Part 01
DarthParametric commented on DarthParametric's gallery image in Members Gallery
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Obi-Wan ANH Lightsaber 3D Printed Part 01
DarthParametric commented on DarthParametric's gallery image in Members Gallery
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From the album: DP's 3D Printed Stuff
The first Obi-Wan saber part hot off the printer. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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It's a whole new world now. NWMax is old news.
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From the album: DP's 3D Printed Stuff
Render of a CAD model of Obi-Wan's ANH lightsaber, made for 3D printing. Modelled by me using various references, mostly sourced from the RPF. -
From the album: DP's 3D Printed Stuff
Render of a CAD model of Obi-Wan's ANH lightsaber, made for 3D printing. Modelled by me using various references, mostly sourced from the RPF. -
From the album: DP's 3D Printed Stuff
A quick loading of the Obi-Wan ANH saber individual components in Slic3r to check for any problems with the STLs. Actual printing will mostly be done a single part at a time, aside from very small pieces. -
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No, as I said in the first post, this is a CAD model that will be 3D printed. So it will be a real physical object. Once it is exported as STLs for printing, it will be millions of polygons. Far too dense for use in a game. Besides, there are already mods that add Obi-Wan's ANH saber if you want a game version. I think one of Oldflash's ones adds it.
Further update - the clamp is mostly done, just need to add the transistors and the calculator bubble strip:
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So... things just got real here. I'm going to find a merchant selling Jedi robe in my town then; if there's any 🙃
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I think it is pretty much done now. Comprises about 17 different components:
All that remains is the D-ring and the clamp bolt, but I think I will use actual metal parts for those. There's also something that sits inside the emitter, but I'm not 100% on the specifics of that - need to do some more research. I might also need to make some sort of insert that sits inside the clamp, to make it a bit more solid. This seems to be something people do when making props from real or replica parts.
Edit: Revised a few edges with some fillets. Updated pics.
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Ah, you have to edit your profile and click the enable status updates button in order to be able to post status updates......
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Yeah I'd think the Telos thing would be minor. I was thinking purely on the station. One or two Wookiee NPCs with dialogue, then a few non-interactive flavour NPCs dotted around the place, "talking" to Ithorians, etc. That would be a nice way to ease yourself into things, shouldn't prove too challenging. The Red Eclipse thing, I'd suggest you could put a new level transition in one of the empty rooms that TSLRCM opens up. Maybe make it hidden, with either a guard you have to fight (LS) or talk to (DS) to reveal/access it. You could go for the old standby of a door hidden behind a cupboard or something. Then that would go to some other module, yeah. It wouldn't need to be anything too elaborate, probably just one or two rooms to start off with (you could always expand it later). The easiest option would probably be to just reuse part of the existing landing pad module, like Tien's shop or the swoop area. Add some different props, maybe change the lighting or textures, whatever is fairly simple. I'm not sure if that would actually require two modules - you should be able to script whether they are hostile or not. But if that was necessary, you'd still only need the one set of level models. As far as actual hunts, I'm not entirely sure how that would work, as that sort of thing is way outside my ballpark. I guess dot some new NPCs around planets and then have the usual fight -> talk thing, where once they are down to 1hp or whatever you go into dialogue and through that put a shock collar on them. Kind of like what they have done in recent Fallouts. Tell them to report to a Trando named XYZ at the spaceport or their collar will incapacitate them/blow up. It wouldn't necessarily need to be all Wookiee targets, could be Twi'leks for dancers, etc. Edit: Oh, yeah I forgot the RE bases/outposts on other planets bit. I guess that would require an additional 2nd module at least, possibly even a unique one per-planet if you wanted to get fancy. Although how many other places could they realistically appear? Korriban is out, as is Dxun. Onderon seems unlikely given the blockade. Dantooine is mostly poor farmers.
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SWTOR-Style Zakuulan Exile's Blaster
DarthParametric replied to DarthParametric's topic in Work In Progress
Thanks, I think that could probably work. I'll test it out in-game when I get the chance. You think you could do a version in reverse for the retraction? -
It would make sense that the Ithorians would scout Kkashyyyk for deadly wildlife as part of their restoration scheme, so you could work them into Telos based on that. Even if they didn't take anything, they would at least encounter the Wookiees and maybe encourage some to come help. If you wanted to go the slave route, something involving the Trandoshans is an obvious choice, given they are the Wookiee's next door neighbours and long time mortal enemies. You could maybe extend the Red Eclipse quest. Perhaps in the LS version you could raid a base to free their captives, including Wookiees. That might provide clues to other RE cells you could shut down on other planets. In the DS you could visit there and maybe access a shop, get some bounty quests to capture more slaves for them elsewhere.