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Posts posted by Crazy34
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Thank you. Now its clear. I guess next step is to get the weighting ready and hopfully not two ugly.
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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.👍
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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!
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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? -
Thanks then I will take some time to learn GMax I guess. Thanks for the conversation.
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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?
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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.
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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?
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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. -
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.
Lightsaber Blade Bug
in Mod Requests
Posted
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.