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Everything posted by CarthOnasty
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Here's a new shot of the geometry, textured up. I've got the Rakatan symbol on the base. Too on the nose?
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Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
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. 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. -
Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
One thing that I usually do is to grab the animation code from the decompiled file and save that separately. I'll then import the model into Blender, not including the animations, and then export without animations again. Then I'll copy/paste the animation code from before. -
Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
See attached. .mdx is there just in case. s_female03.mdl s_female03.mdx -
Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
Sorry, yes, that's what I meant, Read and Write. As far as s_female03.mdl, you can find it in Kotor Tools under BIFs -> models.bif -> Aurora Model. I'm probably not doing the description justice, body models are still relatively new to me, but this what's called a "supermodel" and other models reference this model. -
Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
Try this: it's the lastest version of kotorblender, 1.03 I think it is: https://github.com/ndixUR/kotorblender Also, try recompiling the model with the model with S_Female03.mdl in that folder. -
Exporting models with KotORBlender?
CarthOnasty replied to BearLesbian's topic in General Kotor/TSL Modding
What version of Blender are you using? I find 2.78 to work best with KotORBlender. And when exporting, what are your Odyssey settings? Edit: Also, what version of KotORBlender are you using? Edit: Do you have S_Female03.mdl and PFH_TOR_JaesaK12.mdl in the same folder than you're trying to recompile Head n Hair model.mdl in? -
BEVELS
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Added in some beveling here and there. Model looks a lot better, but maaaaaaan these UV maps need some work now, hahaha.
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Along the lines of envmaps, I was also considering throwing a bump map on it. Kind of give a corroded or broken effect in some areas.
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Awesome, thanks for the reply. Blotchy in regards to the "grungy" texture? As far as metal vs. stone, I'm kind of trying to bridge that. I guess original model is stone, but there seems to be metal pieces to it. Yeah, the edges look garbage in game. They have a slight bevel in the model, but it doesn't seem to carry over no matter how I export it. I might need to do that in max.
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Checking in with some model/texture work. Looking for feedback! (ignore the center shape for now)
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Yeppers.
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Some update pics. I've been working on some new runes since aurebesh basically did not exist when these would have been built. I've also been playing around with the idea of adding some light to the base and then to the interior arms. I was thinking that'd work in the sense of "projecting" the actual map.
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@DarthParametric You seem to have the most experience with gmax as far as I know, wondering if you could help me with an issue? I had some wonky smoothgroups in gmax that I fixed but when I exported and imported into Blender, the smoothgroups were wonky again. Any idea why those weren't preserved? This was my process: 1. Decompiling the model with MDLOps 1.0.2, I had Compute smoothgroup numbers and Weld model vertices (Remove doubles) selected. 2. Import into gmax, default settings. 3. Fixed wonky smoothgroups. 4. Exported. 5. Imported into Blender, had Import smooth groups selected. Smoothgroups wonky again. I tried deselecting Import smooth groups, but same result. Any ideas?
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Not necessarily, just trying another idea.
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Here's Dantooine and Tatooine: dan-starmap.mp4 tat-starmap.mp4 Great! Thanks for grabbing the original too! This is pretty cool, what is this from?
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Playing around with some textures. I think I made the sphere too detailed. It feels out of place now.
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Installing Windows Mods on Mac with Wine
CarthOnasty replied to DarthApathus's topic in General Kotor/TSL Modding
No prob. Holler if anything else comes up. -
Installing Windows Mods on Mac with Wine
CarthOnasty replied to DarthApathus's topic in General Kotor/TSL Modding
When you set permissions, did you click the gear toward the bottom and select Apply to enclosed items...? P.S. Just try setting the permissions to the Assets folder and still Apply to enclosed. -
New UVs for new model.
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K, I think I have the model to where I like it now. I just need to do some remaps and then back to texturing!
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Been doing some work on the base today. I added some details so it's not so boring as well as lined up some of the polys so the arms, legs, and pyramids fit better.
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@DarthParametric You mentioned something like this before:
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I've been playing around with adding some detail to the geometry of the piece: Gonna keep the star forge in my back pocket for something else. I feel as if it's too complex for something of this size actually. I know what I want to change about the base and the "orb", but anything I do with the legs has been kind of meh. Something will come to mind eventually I spose.
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