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Everything posted by CarthOnasty
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Back again with some UV issues (I think). And this could be a Blender/me thing. I have a couple of tris/quads that are coming out mismatched or stretched. I double checked my files and everything looks legit in there. (Viewed with UV Editing: Display Stretch on) Any ideas? Thanks regardless!
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Welcome Back, Ladies and Gentlemen and Everyone in-between!
CarthOnasty commented on Fair Strides's blog entry in Fair Strides' Blog
Thanks so much for sharing and wishing you the best on your journey and living your best life. -
Awesome, thank you so much for the detailed explanation.
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This is likely a setting I'm overlooking, but my models in game are much smoother than they are in Blender. I have Object set to Shade Flat on all my pieces and Export Custom Normals seems to have no affect either. Any advice is appreciated, thanks for your time.
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@DarthParametricNice! Thanks for these! I'll play around and see what works.
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Ask me in a year. 😜
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This is something I've put a lot of thought into, yeah. Something that feels a bit more spacey/futurey than a low-poly sphere. I really like that gimbal idea, I could see that working really well. I'm not up to par on animation, but could be a good way to learn. P.S. Initial UV. These always change as I develop, but here's a start. All the tris and quads led to a bit more unwrapping that I would've preferred, but I refuse to have stretched textures. 😎
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Throwing around some orb ideas. There's a scaled down version of the starburst within the center of this thing, so I wanted to somehow show that. So far proof-of-concept works, so I'll throw a few more polys on here, maybe a .txi parameter of some sort of roll with it.
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It's got this area on the bottom too that will have some lights or something. Initial UV map. Likely to change as things go along, but it's a start!
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Me trying to remember Blender commands! Honestly, the most difficult part is deciding what to do. The base is very bland I agree, I've been thinking about baking some things in there as well.
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goofin' off
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Thanks for taking a look, I'll give it a go. Thank you!
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You got it. plc_starmap.blend
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Just me again, being a pain in the ass. I imported my model with Geometry, Animations, and Walkmeshes selected. I then made some edits to the model. However upon exporting (Animations, Walkmeshes, and Custom Normals selected), I'm thrown a list index out of range error. Any ideas as to what might be causing this error? Thanks for your time (and patience).
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Not sure if this is canon, but this would be pretty damn cool.
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because I can't let things go
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Nice! Let me just say, hell of a job with this. No more breaking out to ascii and recompiling into binary. Love it!
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Got it, thanks for info! Another question for anyone: I'd like to do some work on a model that has animation attached to it. Is it possible to just Import Geometry, remodel as needed, and then add the animation back in later? Or is it best to keep everything together?
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Back in the neighborhood, but lost everything so starting from scratch.
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Kotor 1 and 2 Windowed Mode on Mac
CarthOnasty replied to The_Drib's topic in General Kotor/TSL Modding
I'd be interested in this as well. I've been able to get K2 to run windowed but have yet to find anything that works for K1. -
It is okay to use this with older versions of Blender? i.e., 2.79a
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Yooooo, this looks amazing! My only questions thus far... how does it handle smoothgroups? I've always had edit it gmax to fix the smoothgroups and then import into Blender.
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Guess I should have read that description closer
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No more running back and forth in Kash?!
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Yeah, good point. And thanks! Also more stuff:
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