-
Content Count
84 -
Joined
-
Last visited
-
Days Won
2
Posts posted by Emperor Turnip
-
-
I'll have to load up my backup then, lol. What kind of issues does moving the bones cause?
-
Never mind, cleaning the history only makes it get less broken than completely exploding
-
I appreciate the info dude! It seems that when I attempt to move or edit the cutscene dummy objects in 3ds, the model I made pretty much explodes into some weird glitchy shape. Any idea what would cause that?
Seems like I forgot to collapse my model's history. Oof
-
Hey all! Just about finished the base model for a Visas update I plan on finishing. Next step is to bake a normal, optimize my poly count, and then hand paint some textures! I'm thinking a stylized look will age better than attempting realism. Does anyone know what the limitations on poly count are for KOTOR 2? Id like to take this on down to around 2k.
Obviously I gotta do the arms and head next too* Forgot to add that part xD
-
1
-
-
The obvious ones have easy to read names, sure. The the area geometry doesn't appear to, and I had meant them. Things like peraa perab perac or peraba perabc etc really doesn't say much. Was thinking of hand painting some textures to see if KOTOR might look more alive with a different art approach.
-
I'm beginning to see that, haha. That said, I've taken some time to rework the Vibrosword just to get a good grasp on how 3DS handles unwraps. A whole day later, and a much cleaner (tm) model, and I can now get back to painting on UV maps again, lol. What a process. Are you aware of how I might be able to tell what each .mdl file is without having to extract, convert, then open every single one?
-
Thanks! Turns out most of the game models are a mess and need a lot of clean up. Like random edges and verts just floating around all over the place. Idk how they ever worked with that, lol.
-
1
-
-
Alright sweet. I'm about 9 hours of modeling tutorial deep for the last 2 days, haven't got as far as how 3ds looks compared to the work I've done in PS. So I guess time will tell. Thanks again
Hmm. Cant seem to figure out how to unwrap all of the elements onto 1 UV map. It keeps trying to unwrap individual pieces
1 hour ago, DarthParametric said:Whatever program you want. Whatever you are comfortable with and does the job. Like I said, the specific program doesn't really matter as long as the game gets what it needs. Photoshop (or Gimp) would be the traditional route, but these days there are any number of commercial and free programs that are either dedicated texture painters, or incorporate texture painting as a sideline. If you can do 3D painting in Max, or Blender, or whatever, then that's fine as long as it spits out a texture at the end.
Do you happen to know the correct way to unwrap all of the UVs to one Image file from a model in 3dsMax? It seems to only let me add the Unwrap UVW modifier to each section (Head, Torso etc) of the model seperately
-
39 minutes ago, DarthParametric said:I wouldn't consider Max a painting app, but all the game cares about is having a diffuse texture at a bare minimum. How you produce it doesn't really matter.
Fair. What program would you suggest?
-
1 hour ago, DarthParametric said:All game models use tris. In fact everything that uses polygons uses tris. Any n-gon you see is just a bunch of tris with the edges hidden.
All meshes will automatically be triangulated when they are compiled, but due to the way some modelling programs handle mapping UV verts to geometry verts, you typically should triangulate yourself before export to avoid potential texture anomalies. It's probably not overly likely when going from Max to KOTOR, since the engine was built around that workflow, but it's definitely a problem that happens when going from Max to other programs, so it's a good habit to get into.
You can easily triangulate by changing the mesh to an Editable Poly (or adding an Edit Poly modifier), going into vertex mode, selecting all (Ctrl-A) and hitting the Connect button.
Thanks so much for the response. I don't mind taking the time to triangulate the models myself after the main work is done. Would you also happen to know if I use 3dsMax to texture this model, would there be any issues around that? I dont mind hand painting them in PS again, but why do that if I don't have to, right?
-
Hi there! I'm back from a long hiatus to make the leap from the texture mods I've done to models as well. Currently looking at the Peragus mining droids. (I think that whole section of the game could be made less of a burden to play through). I'm using 3dsMax as my platform of choice, and would like to know how the game handles Quads. I see that the current models are built around triangle polygons, unlike the current quads with triangulation underneath. Will modelling with quads become an issue in game? I may take a swing at high poly characters/heads if this works well.
-
2
-
-
I've been working on remodeling droids on Peragus in 3dsMax. Have you determined if you can use your own rigs for animations? Or would I be stuck just building around the "bones" that the original models have. Thanks for any info! Love your work, and great to see there are still ambitious modders out there
-
1
-
-
Oops. My mistake.
-
1
-
-
If you need textures, Id love to help
-
If you guys have any direct suggestions to make about Pergaus, then feel free to message me. No need to bump this mostly dead/loosly related topic up the boards for it though.
-
HD Calo Nord, by Emperor Turnip
View File
My take on the ruthless bounty hunter.
Simply drop the files into your Override folder, and enjoy!
-
Submitter
-
Submitted01/15/2018
-
Category
-
K1R Compatible
-
-
Send me the base file, and I'll make you a bunch later today. I can take a few min off my Kotor 1 monsters update
-
This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.
What format can the game use?
I have been working on several texture updates and only seem to have found the .txi commads "islightmap 1" and "isbumpmap 1" to have any effect on rendering.
-
Wow, looks good! Hype mode engage.
Drop me a line if ya want any custom textures
-
Afaik they are the same as K1. Meaning this mod should be compatible with it as well.
-
Adding the line "compresstexture 0" to the txi for your boxes may stop the game from auto scaling the textures down to that grainy 1024x1024. Seems to have worked on my latest creature textures, but it's honestly difficult to tell the exact difference on those smaller models at the moment. I'll confirm later if this works, but just passing it along.
-
File Name: Emperor Turnip's HD Gizka
File Submitter: Emperor Turnip
File Submitted: 07 Jan 2018
File Category: Mods
K1R Compatible: YesYet another HD retexture. May just do the rest as one big release!
As usual, drop in override
-
Emperor Turnip's HD Dewback
View File
Massively upsized and updated Dewback Texture. Part of an ongoing monster update for Kotor. Drop into Override, and enjoy
-
Submitter
-
Submitted01/07/2018
-
Category
-
K1R Compatible
-
-
File Name: Emperor Turnip's HD Hutts
File Submitter: Emperor Turnip
File Submitted: 07 Jan 2018
File Category: Mods
K1R Compatible: YesA 2k update to all the Hutts in Kotor, with supported bump maps! Drag and drop to Override
Modelling edits for Area Models and their various trials
in Work In Progress
Posted
Would you consider making a walk through along your journey? I got 3ds max going for some character model changes, but I'm gearing up towards an overhaul on Peragus. So any info you discover along your way here could be super helpful!