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Everything posted by CarthOnasty
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Been a hot minute, but I have been working on this. I've mostly been working on the feet, so hoping to have something soon. Here's what the base texture is looking like at least.
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Download:canon revan's hair for default's faces
CarthOnasty replied to valten7's topic in Mod Releases
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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...
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Close as I could get before it triggered. I'll post from Kash in a few, that'll be the darkest area.
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Color tests:
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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.
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Correct. It's the best lit one, albeit not great.
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Light test.
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Yeppers. Though I've been thinking about making something custom based off of random Rakatan glyphs in the games.
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Fixed some UVs. Played with some smoothgroups. @DarthParametric was a huuuge help. Started building a new base texture. Productive day.
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::dominate mind:: These aren't the UVs you're looking for.
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Bad Carth, those are garbage UVs. Blue = good, green = slow down, yellow = stop, orange = GO BACK, purple = dead.
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Playing around with the new UV maps. Seeing how different colors respond under ambient light and seeing if I lined everything up correctly.
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Welding sooooooo many vertices. Like a lot.
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In Max under an Editable Mesh modifier you can use a distance threshold to weld all verts at once (within the specified range).
But welding is often a waste of time. The mesh will always be split along UV seams, so many of your welds won't stay welded in the binary model.
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In blender assuming the verts are in the same location- got to edit mode, press a then w then remove doubles.
you can also remove doubles from the left sidebar under tool>remove. When you do this you have an option for merge distance.
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I'm not having any issues, I'm just more curious as to what the following output means: Truncated 20! combinations needed... Truncated 22! combinations needed... Truncated 18! combinations needed... Truncated 20! combinations needed...
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MOD:[K1] Gordon Freeman from Half Life - PC Replacement Soundset
CarthOnasty replied to Sith Holocron's topic in Mod Releases
Oh I got the joke for sure. Just trying to counter-joke. -
MOD:[K1] Gordon Freeman from Half Life - PC Replacement Soundset
CarthOnasty replied to Sith Holocron's topic in Mod Releases
Does this use the HL1 soundset? Or HL2? -
No prob my dude, glad it worked out.
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Hmmm, you got me. Let me think about this, sorry I can't be of more help right now. And my files look the same:
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Gotcha. Okay, let's see... 🤔 When you used Wine, did you use a specific engine for the wrapper? And also did you set up the registry via Winetricks? Did you install dotnet? Are there any sub-folders in your Override folder? I want to be sure the .mods were being installed into .../KOTOR Data/modules Sorry for all the questions!
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No problem, I've found Mac modding to be a lot of trial and error. How did you install through tslpatcher? Did you use Wine or something along those lines? Also, your override path location doesn't look correct, it should look something like Users/username/Library/Application Support/Steam/steamapps/common/swkotor/Knights of the Old Republic.app/Contents/KOTOR Data/Override
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Mac modder/player here. I guess a couple of questions/comments up front, just so I know what's going on and understand. "...if the .mod file was placed in my override..." This should never be the case. Could you link me to a mod that suggests that? "...and then changing the extension of the files to .rim, and backing up the original .rim file, and then replacing them with the modded and renamed .rim file..." This also should never be the case. The .mod needs the original .rim to run. That's probably why you're crashing to the main menu. How did you install the game? Steam? App Store? Could you provide me the path to your override folder?
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Hey. I was gone for awhile, but now I'm back. Let's party.
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Hahaha - cool, man! Glad to see you are back.
Well, I'll just drop this here for you to save time from searching, lol -
Peace out! 😛
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@ebmar You're relentless! But yeah, I do need to work on that. I lost a good bit of work and had to get a new comp, so I'm more or less starting from scratch. In due time though.
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Ah, I see what you're saying now. Short answer, yes! There is still a lot more to come.
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