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Everything posted by Bek
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Cool Idea...
It would be cool if we had a mod that adds Sith eyes to all the default character heads. Then add a shader that allows the eyes to glow slightly. Like they do in the films. I already know about the mod that adds Sith eyes to the character heads, but I think my idea is cooler.
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Self Illum Color has RGB settings, right?
Yeah, as on my attempt their nodes were set at 1.0.
Quote...why not try 1.0 0.5 0.5 in the RGB with MDLEdit... That should get you a bright red color.
I was looking to have that neutral-bright illumination -- only to see how the glow worked with the eyes, hence going with 1.0. But yours could work I'd suppose, if ones prefer that way.
As for the texture; think I found a look that pretty much resemblance the intended result. I was trying to actually looked at some references instead of using memory [which failed me, lol], and realize that using only texture-shaders/CM_Baremetal [without touching the model] can actually work --
-- and by closer look it is. The eyes doesn't look [and have to] glow as seen in the reference, but should have reflection that I think similar to what CM_Baremetal does. CM_SpecMap will not worked that I way I believe [mycube might probably does, but I didn't bother to test with].
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Using a cubmap could definitely do the trick, but it won't work for all of the heads, unfortunately. Some of them use the Alpha for transparency in the hair, and when you enable either Baremetal or Specmap they will end up with shiny edges where the hair is supposed to be cut out. As far as I know, the engine won't let you have both a cubemap and transparency, so you'd have to do something different for those heads (Or remap the UV to not display certain parts of the mesh.. I guess?)
It could also be useful to see how the different RGB settings look, since I'm sure there are many who want Chiss Player Characters..
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Some of them use the Alpha for transparency in the hair, and when you enable either Baremetal or Specmap they will end up with shiny edges where the hair is supposed to be cut out... the engine won't let you have both a cubemap and transparency...
Yes, that's right. But there's a workaround. For me at least -- we can have the eyes meshes to use separated texture. Let's say -- in TSL, PMHC07 is the head that use blending punchthrough. With the model we can edit the eye meshes to use separate texture, let's say point it to PMHC07_Eye. Then the rest are pretty much follows -- PMHC07_Eye will use cubemaps, and PMHC07 use transparency [with each of their own alpha-masking]. Granted, it's not the most efficient way [two texture-maps for one head], but it works.
Edit: oh you're right, I wonder if that's going to find troubles with LS/DS transition. As so far I have done that only for custom NPCs.
QuoteIt could also be useful to see how the different RGB settings look, since I'm sure there are many who want Chiss Player Characters..
Wow, didn't thought of that, hahah. Cool idea -- and yeah, that would be really awesome.
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Hmmmm.... Will we ever see a high quality swords pack? 🤔
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It would be nice to see a "high quality Vibrosword & Swords" pack for TSL
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The meshes are different, so the textures don't match up right. It's a shame because some textures can be used in either game because the models are the same.
I'm surprised no one has made a complete conversion to K2 because vibroblades and swords are so much more extensive in K2. Unless you want the colored lights vibroblades, but those didn't appeal to me.