Crazy34

Members
  • Content Count

    71
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Crazy34

  1. So just to prove the concept I attached picture of a two colored double bladed saber. They are in generel brighter since they have two light sources. I can only say that a lightsaber throw with ambient light looks 1000 times better. I tried to caputre it on the pictures. Updated vader picture with different values. But why just speek about it. If you want to try it out. I also attached a test version of the standard red lightsaber of Kotor II. Have fun with it and I hope for feedback and maybe help with texturing (animating) lightsaber blades in the future. Test Ambient Light Lightsaber v1.rar
  2. So double blade works as well. Here both blades have their own light source such that one could in principle use a two colored double blade lightsaber. @DarthVarkor When I created the screenshoots I had the sceen from R1 in mind. Thats the reason I equiped Vaders armor. I will play around with the values, but keep in mind that the R1 corridor is tiny and therefore the lights bounds around more and seems brighter than it really is. @Stormie97 Not really one could use the emitter gas for the glow but I did not tryed that yet. The question is does this look better (and perform as well) as a updated versions of the 2 planes with a better UV layout?
  3. Thank you very much. Quick question would you increase the area (radius of the light) so more of the room is luminated or the brightness itself? When I increase the area the brightness close to the lightsource is also increasd.
  4. The first stage is complete. The lightsaber blades have ambient light now, see pictures below. I played around with the way to animate it and I ended up to change the light radius for turning the blade on and off. Works like a charm. The ambient light color is set in the controllers, color in RGB in %. Since MDLEdit (Thanks allot this makes modeling so much easier) wonderfully compiles ASCII I can create all colors in no time. I also fixed an issue with changing the module. First the light was draw, although the blade was off. This bug I could fix by setting the radius in the geometry part of 0.0 and only make it non 0.0 in the animation part of the ASCII file. As a remark I got zero hits on FPS side. What do you think? Should I increase the radius even more? Should I increase the multiplier to make it brighter? Any suggestions? My final goal is to release this as a modders resource such that old lightsaber mods can be updated or new can use the new blades directly. Therefore, I would personally like to have the blade model separated from the lightsaber model itself.
  5. Hi all, hope you are all healthy and safe in this crazy times. The lightsaber blades in Kotor really don't look that well in my opinion. The model is basicly planes with textures and the texture are taken from the top , such that you don't have full control over the final blades shape. @Sithspecter allready has new blades in his crossguard saber mod which I really like. Great work man! I am planning to update the blades myself. Before I start I have some question for the real experts out here. Do we have the shaders to change the planes into 3d zylinders? Asking since I did no follow the MdlEdit and shader news. Could we split the blade model and the hilt model bei using hooks, like some heads are split from the body meshes? So if yes how would we do that? I guess add hooks and then compile both against a new supermodel containing the animations? I think this would really help for future lighsaber blade moding. I appreciate any tips you can give me. Thank you!
  6. Hi Fallen Guardian, I recently ported the sword models in your mod over to Kotor II for personal use. I made slight modifications to some models (rescaling some parts). If you like to I would be happy to provide you with the Kotor II files such that you could reupload parts of it such that the community can enjoy the weapons also in Kotor II. Thanks for you work and stay safe!
  7. Thanks for the reply. I did some testing and your absolutly right about the indirect light. With another texture mod and vanila textures I get the same results in Kotor II as you do in Kotor I. I guess if one wants to do the rtgi serious, one would need a dedicated texture pack with new lightmaps optimised for the shader. With the lightsaberblade I made the observation what it indeed cast light but only white light from the core, and that it is projected parallel to the blade not orthognal as you would think. So I guess for a good effect here one really needs a new lightsaberblade model. Thanks for the pics and I am very interested in the advancement we will see in the furture for rtgi.
  8. Hi to everyone, I also recently played around with the resahde rtgi and from my point of view the results vary a lot in Kotor II. I used to play a highly modified Kotor II with many texture mods for the modules. The funny thing is that ray tracing needs light sources and I personally don't really understand how they are handled in game. For example, in one of the pictures we have the beautiful blue light emitted by the Ebon hawks displays. I use a texture mod on them and now they don't emit light. Can someone comment on how light emitting works in Kotor? Second, what really bothered me in my testing was that in Kotor Lightsaber don't emit ambient light like in Jedi academy or other modern star wars games. Is there a way to change that? Assumably with ray tracing lightsaber would look much more realistic. Thanks for the your time and I hope some has some answers to my questions. (Hope for @Jorak Uln to finish his awesome Movie style overhaul, maybe including ray tracing option. Keep up the good work.) PS. I would very much give the light emitting blades a try myself if someone tell me how you can achieve that.
  9. Hi, your right after I did the equivalent in Blender the face mesh shows up as intended. The orignal mesh was huge compared to the standard head, so fixing the scales was the fix. Thank you very much. now comes the hard part with the weighting of the mesh.
  10. Hi DarthParametric, thank you so much for the help. Setting Shadow to 0 solves the crash. I will ceep that in mind. So a looked at the exported model in the mdl viewer and here the face mesh is shown. In game as you can see it is not shown. I check the render flag and it is set to 1 as suggested. Can you explain what you mean with? Also what does the Reset XForm does? I am still using blender. Also ingame it seems that the hair and the eyes are translated closer to the neck compared to the original model. Thanks again for the help and sorry that I not that quick picking it up.
  11. Hey its me again with again new questions. Can someone tell me what the hirachie is with head models and textures. So what I mean Savegame < Module < Override So in a savegame are changes to the mdl registered and the textures swopped? Also do you have a good particular way to test the face animation besides from playing the game? For creating Icons. Is there a template for the background colors? Thanks again for the help. Is there a limit on vertices face etc. My current model has 4850 Verts, 5150 Faces? My game runs fine in the intro so, seeing your self in the med bay, but the game crashes when it tries to start peragus. Any ideas why this is happening? (P.S. still did not weight all Verts.)
  12. Hi everyone, I know this bug was posted before, but I didn't find a solution for it. I attached a picture with the subject. The blue blade is transparent in front of the second. The txi of the blade is the following: Proceduretype cycle numx 2 numy 1 blending additive decal 1 fps 30 The txi of the hilt is: envmaptexture chrome1 Is a fix to this Bug known? Every help is very appreciated. Thank you.
  13. Thank you. Now its clear. I guess next step is to get the weighting ready and hopfully not two ugly.
  14. Thank you very much. This helps me a great deal to finish the head. I looked at your TOR ported head DarthParametric and do I see it correct, that the head and hair mesh etc. is the child of the model and not of the head_g, because you can weightpainted to responde to the bones? May I ask how you got the smooth weight painting on the models? Espacially the head_g painting which is super fluctuating because the weights for the over face bones? The position of the mask hook and google hook can be changed to fit the character right? Thanks so much for the help.👍
  15. Hello There! I am currently working on a new custom head model in blender. (I know blender is not the best tool for this work.) I have some questions to the more experienced modelers. Thanks for the help, it is very appreciated Do I need to change the location of the bones (they are the ones with _g in the name?)? Are they model specific and how does the animation work in the engine? Can I have parents structure in the model for example the hair is the child of the head? Is there a prefered way to do the weightpainting for all the small face bones? How do the smoothing groups work? Do I asign a number to a mesh and then the game smooths this mesh? Thank you very much for the help!
  16. I am still a student so that should not be a problem. But I am ok with blender now for modeling, did some models from scratch, and if I have to change to Gmax for the smoothing groups to polish the model I guess that's ok. Are there any advantages of 3DS max specially for Kotor modeling compared to Gmax?
  17. Thanks then I will take some time to learn GMax I guess. Thanks for the conversation.
  18. Yep, I started from there thinking that in the description it says that one can modify it for private use and not publishing it. So posting the ASCII is the kind of publishing it isn't it?
  19. I started from the his model fixes and changed the size of the model to be compared with the smallest size in Kotor1, since I like height differences for characters. Also, I liked how JC changed the hands on his K1 version of this robe and did the same here.
  20. Thanks for the reply, it did not really helped. Thx for looking at it. As I said its just a personal mod starting from Achilles modifications. I did not ask him for permission so I am not sure if its ok to post work related on his?
  21. Thanks for the fast reply Darth Parametric. It seems that the model I started with (Achilles Modifications) already had a problem with cross-mesh shading. So the bright spot is just extra on top of that. Is there any fix for the smoothing group in the use of the model. To the head model. Ok then I just need to create on texture file for the model itself. Thank for clear that up.
  22. Hi Everyone, this is my first post. I am currently working on modeling and I have some questions. First, I was recompiling the Jedi robes in order to change their UV layout a little in blender. It worked but after recompiling it with MDLedit 1.0.3 there was a strange effect on the model. See the picture attached at the robe there is a bright spot, which changes with the environmental lighting. Does anyone encountered this before? As a second question. I have a model of a head I would like to use as a player's head. Can the texture of that model be split into separate files and only the texture of the eyes have the usual name scheme for the dark side transition? Thanks for your reply.