CarthOnasty

Members
  • Content Count

    217
  • Joined

  • Last visited

  • Days Won

    17

Posts posted by CarthOnasty


  1. 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.

    624324343_ScreenShot2022-06-30at4_23_09PM.png.87cd715c4fecad0c2810dd3bc0e7d19a.png 180561112_ScreenShot2022-06-30at4_23_57PM.png.1ee9b6294923093db50991363c7fe54e.png

    I double checked my files and everything looks legit in there. (Viewed with UV Editing: Display Stretch on)

    1617562904_ScreenShot2022-06-30at4_25_31PM.png.b0f86d16731ec5b5788c6f939430c793.png

    Any ideas? Thanks regardless!


  2. 13 hours ago, seedhartha said:

    Long story short, you need to duplicate vertices to emulate flat shading.

    This is a limitation of MDL file format. It's normals are per vertex, but in Blender normals are per triangle. Here's how you can workaround that:

    1. Mark edges connecting your flat triangles as sharp
    2. Add Edge Split modifier to the object (ensure that Sharp Edges flag is set)

    On export, this will duplicate vertices on sharp edges, creating a flat shaded look.

    Awesome, thank you so much for the detailed explanation.


  3. 1 minute ago, Sith Holocron said:

    When the movies have to eventually be remade to show up this new Star Map, how will you sync the different star map centers in the following movie when morphing through the different planets?

     

    Ask me in a year. 😜

    • Haha 1

  4. 5 hours ago, DarthParametric said:

    If you want to try your hand at animation, I was thinking the other day you could maybe swap out the ball for a set of rings, kind of like a gimbal:

     

    rotating_gimbal-xyz.gif.666241243c6d614d49d37a3152b52b87.gif

    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. 😎

    plc_starmap_00.jpg


  5. 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.

    Screen Shot 2022-06-23 at 9.11.58 AM.png

    Screen Shot 2022-06-23 at 9.13.14 AM.png


  6. 5 minutes ago, DarthParametric said:

    I think the addition of the extra "feet" is good enough. You don't want it getting too noisy. It's not exactly the focus of attention anyway.

    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!

    plc_starmap_00.png


  7. 12 hours ago, Sith Holocron said:

    @CarthOnasty Where's the goofy part?

    Me trying to remember Blender commands!

    9 hours ago, DarthParametric said:

    I think the central base piece could use more subdivisions. It's not running on a circa-2000 pocket calculator any more, you can budget more than a handful of tris for it.

    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.

    • Haha 1

  8. 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).


  9. On 6/14/2022 at 11:53 AM, LoneWanderer said:

    Last time I checked, the plugin loaded with an error and didn't work on 2.79 and 2.80

    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?


  10. On 2/19/2021 at 11:50 AM, Salk said:

    Hello and thanks for updating us on your progress.

    My opinion: I would remove the Rakatan symbol. There are already so many symbols and there is no particular need for additional ones.

    Keep up the excellent work.

    Yeah, good point. And thanks!

    Also more stuff:

    147012175_ScreenShot2021-02-22at11_16_46AM.thumb.png.caa8a58b03eedd292c6d92a710fc2b55.png1240787016_ScreenShot2021-02-22at11_16_28AM.thumb.png.4fd40826f91809fe793c5bfc9d55632d.png262424686_ScreenShot2021-02-22at11_17_14AM.thumb.png.e1bb0df11abd48213b41efb896ac4fc3.png

    • Like 2

  11. 3 hours ago, BearLesbian said:

    Where would I find the animation code ? I'm still very new to kotor modding

    also, when I write and read the mdl model, which option should be checked ?

    image.png.fb42179527f26bdf2dfeee9bfc859c01.png

    So before you import your decompiled model into Blender, you should open your .ascii file in a code editor (text editor should work as well), and look for a line that starts with newanim model_name. You'll want to copy from that line all the way down until doneanim on model_name.

    2064000920_ScreenShot2021-02-15at8_25_01AM.thumb.png.b24c3af78bed8dac1a3e742216885133.png

    1966134967_ScreenShot2021-02-15at8_27_03AM.thumb.png.69532545bbdaeb9b255a416e963818b0.png

    After you've worked on your model and have exported from Blender, open that file in your editor and paste the previously copied code. Make sure it goes after endmodelgeom model_name and before donemodel model_name. Save and close file the compile in mdlops as normal.

    As far as the settings, I haven't done any head work, so maybe just try both?

    Hopefully this all makes sense! Let me know if not and I'll see what I can do.