-
Content Count
217 -
Joined
-
Last visited
-
Days Won
17
Posts posted by CarthOnasty
-
-
First things first: yes, this is star map related. 😉
I created new arms I'd like to try out but have no idea how to get those into the current star map model. (plc_starmap.mdl) I created them separately.
So question would be, how do I replace what's in the old model with what I have created, and then how do I retain the animations?
-
-
Just would be cool is all. A couple things drop that could be used as upgrades before raiding the barracks room right next to it.
-
1
-
-
-
17 minutes ago, DarthParametric said:For the arms and the base? Personally I'd just start from scratch. Bioware's meshes are typically not worth saving. They can be useful templates to model around/over though, depending on your preferred method of modelling.
Arms, base, legs, pretty much all of it. Would it be difficult to relink the animations? I have no idea where to even start with that.
-
On 10/21/2020 at 9:38 AM, DarthParametric said:Mostly joking, but it's not exactly a high poly object. If you are going to replace the ball, might as well replace the arms and base while you are at it. I don't think it needs anything crazy, but some simple bevelled edges probably wouldn't go astray.
So I've been thinking about this idea more and more. What do you think is easiest, building a new model? Or using what's already there and manipulating the structure of that?
-
-
3 hours ago, DarthParametric said:For the ball itself, you could maybe do something like a "cage" type object. An open polyhedral shape.
I was original playing around with punchthru back in v1 to try to get that effect actually. UVs needed work, but certainly possible now.
-
On 10/20/2020 at 4:23 AM, DarthParametric said:Is now a good time to suggest scrapping the original model and making a completely new one?
How dare you. What were you thinking? Just a rebuilt model in general or redesigning the structure itself?
16 hours ago, KnifeMaster said:Glad to see you're working on this again
version 1 was a massive improvement over the stock star maps. A new model would be neat, but I think the low-poly floating ball thing is the only bit that's really in need of improvement.
Thanks
And YES, that damn ball. Working on figuring out what to do with it actually. I really despise it.
-
1
-
-
-
This is the only place that doesn't have this option past the first zone. I guess I understand story-wise, but it's suuuuuch a long run. Just me qqing, but would be nice. (without having to use warp)
-
1
-
-
Whenever I clean out my inventory (mainly on Yavin), I have to click through this prompt sooooo many times. I'd like an option remove this prompt or at least adjust how many credits to be notified about.
-
1
-
-
I'm not sure I know what you mean?
-
-
1 hour ago, DarthParametric said:30 minutes for a remap, an hour for the texture?
More than enough time.
-
Finally back to working on this. I lost everything so I'm starting from scratch, so give it some time. 😉
-
1
-
-
Looks really, really great. Even better than I had imagined. Awesome job.
-
Sleheyron set to have a star map? If I ever finish I could add a Sle option.
-
-
On 12/4/2013 at 4:48 PM, valten7 said:File Submitted: 04 Dec 2013
-
1
-
-
1 hour ago, djh269 said:Manaan - Blue
Kashyyk - Green
Korriban - Red
Tatooine - Yellow
Dantooine - Silver
Nearly exactly what I was thinking. I was going to use a saber color for each, so for Tat I was thinking yellow or orange. And then Dan, possibly purple, but I like the idea of silver...
-
1
-
-
-
-
51 minutes ago, Sith Holocron said:Now I wonder how the text lights up in a darkened space like Dantooine, for example. I'd love to see that when you have the chance - but don't rush to do that on my account.
Also, will all of the Star Maps have different text that indicates which planet they are on?
Here's a quick screencap (close as I could get without triggering the animation):
And eventually, yes; each planet will have it's own custom map, styled to the location and have the name of the planet. I'll have to make them part of the room though as it looks like K1 is pretty tight on placeables as is and adding another 5 could causes issues. Especially with K1R.
Edit: Images won't load, I'll try later.
[K1] Replacing/adding into .mdl and how to retain animations?
in General Kotor/TSL Modding
Posted
I'm sure you did. I'm forgetful and don't save things.
So I would need to export the new model to ASCII via KotORMax/Blender. And that's the code I would copy and replace in the ASCII of the original model?
How would I know if I'm exporting it in the same hierarchy?