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Ӄhrizby last won the day on March 12 2020
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14 Jedi PadawanAbout Ӄhrizby
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- Birthday 03/27/1993
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That bit's good to know for reference, I hadn't thought of that, as you mentioned it wasn't needed when I did it for HK. I'm glad you got it working!
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Can't help you there, I remember it being fairly straightforward. Selecting the aurorabase, finding the animation tab on the right, selecting the animation, and playing using the animation bar on the bottom. I've never used KotorMax.
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I'm just a bit unclear when you say "texture" if you're referring you the right thing. Are you referring to the droid's textured skin mesh? Because following my original method, not the shortcuts I mentioned in my last post, you would be painting the envelopes on that. You shouldn't have to edit, move, or paint the actual texture at all. You aren't moving the droid texture to the commoner bones, you're editing the envelopes so the droid mesh follows the commoner bone animations. I can't really help with the exporting issues, I'm way out of date there. If the game is showing the droid in the un-animated pose, then yes it might be a linking issue, make sure all the bones are linked properly and to the correct (commoner) aurorabase, and that the droid mesh envelopes are weighted to the commoner bones. You should be able to test the animations in NWMax and it will indicate where your linking is broken.
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Hey LanguageWriter123, Sorry for the not replying before, I don't think I was receiving notifications from this post anymore. It's true I haven't been active in awhile but I'll be happy to do my best to answer your questions. Having not used NWMax in awhile this will be from memory. On the commoner model, there are the bones which are animated, and the skin which is textured. I'm not familiar with the assassin droid model, but I am assuming it is made in the same way as HK was; that is, there is not separate skin and bones, the model is animated and textured directly. When changing the animations from the former to the latter, you are essentially deleting the animations from the combined skin/bones of the droid and making it a skin only, then attaching it to the still animated bones from the commoner, not using the commoner skin at all. You should not need to "extract" or do anything to the textures on the droid, they should stay as-is through the process, since you are retaining all the textured pieces from the droid. I'm not sure exactly what issue you are running into that you would need to mess with the textures. Hope this helps, let me know if there's any other questions or if I'm not making any sense because I remembered something inaccurately. Best of luck, keep learning! A note more in general; I wrote this tutorial long ago when I was still figuring this stuff out as I went. Looking at it now I can see some ways the process might be improved if people haven't already done it. I see no reason that one would not be able to simply delete the host skin, then for each part align on the pivot points and merge the mesh of the target model skin with the host bones, then delete the mesh from the original host bone. This would retain the original host animations, simplify the process by skipping the skinning and re-linking steps, and reduce possible complications from the bones not being the same as the skin or the weighting not transferring well. In effect it would create the same kind of single bone/skin that the droids have originally. There might be some other steps or settings to tweak I can't think of without giving it a try myself, and of course this would only work for droids or other models with no "stretchy" parts to animate, but it might be worth a try if somebody's looking to do that.
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LanguageWriter123 started following Ӄhrizby
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Ӄhrizby started following Darth Nihilus Animation Fix and Ӄhrizby's Switching Models' Animations Tutorial
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Hey all, I know I haven't been exactly active in the modding community in years, but I was recently approached about my previous work on my HK-47 Melee/Saber Mod. It came to my attention that since the disappearance of LucasForums, my tutorial on how I did it is no longer accessible. However, I managed to dig up an old copy. Given how long it's been this information may be old news, but I figured I would repost it here in case it is of use to anybody else. This is the original instructions I made to create the HK-47 mod, it was a rather crude and experimental procedure for me at the time, so it can definitely be refined and improved. Feel free to reply with any updates or experiences. Without further ado, here is the original tutorial:
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File Name: Bith Musician Items File Submitter: Ӄhrizby File Submitted: 15 Apr 2012 File Category: Mods Who hasn't found it entertaining to play with the Bith's four instruments you can cheat to get in the game? Sure it made no sense that they shot blaster bolts from your feet, there was just something funny about them! This was originally just meant as a fun mod to make use of those items, but it's expanded to more than that. I researched actual Star Wars music and instruments and matched each instrument from the game to the closest one I could find, giving them better names and backgrounds than 'Bith Clarinet' and such. Three of them are based on the sonic rifle and the last is a pistol. I fixed the models so they fit better in the actual player's hands, and I made a custom ammunition; They shoot music staffs with changing music notes on them, doing sonic damage, as they play music clips from Star Wars. Now the part I'm rather proud of (Humbly, of course ); there's a chance of stun on all the weapons, but instead of being stunned, the enemies break out in dance! I also made a second version of each instrument, called 'broken' instruments, that you simply use as melee instruments to beat enemies. I tried to make all the weapons powerful enough to be fun even later in the game, but not be God items. I kept going with the Bith theme, and made a new armor called 'Bith Musician Suit' that makes you look like you're wearing the uniform the Bith musicians in the game wear, to complete your dreams of being a Star Wars cantina musician. It isn't as protective as armor but I think the stats are fair and make up for it. There are also two extra items I included just for fun, they're not actually for player use but they're part of the storyline I'll add in a later version. They are holographic versions of two of the weapons. As of now you have to cheat to get any of the items. I am still in the process of working this mod, but because it's taking a while I'm releasing just the items, rather than waiting an unknown amount of time for everything to be finished. Things to look forward to in future updates include: A fairly detailed storyline, including a new quest, leading to the aquirement of each of the items through three planets, with new characters, including the crime boss Jawa the Hutt; New musical themed items, such as earplugs; A holo-terminal having special uses, including obtaining new armors; And more! Click here to download this file
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Version Beta
454 downloads
Who hasn't found it entertaining to play with the Bith's four instruments you can cheat to get in the game? Sure it made no sense that they shot blaster bolts from your feet, there was just something funny about them! This was originally just meant as a fun mod to make use of those items, but it's expanded to more than that. I researched actual Star Wars music and instruments and matched each instrument from the game to the closest one I could find, giving them better names and backgrounds than 'Bith Clarinet' and such. Three of them are based on the sonic rifle and the last is a pistol. I fixed the models so they fit better in the actual player's hands, and I made a custom ammunition; They shoot music staffs with changing music notes on them, doing sonic damage, as they play music clips from Star Wars. Now the part I'm rather proud of (Humbly, of course ); there's a chance of stun on all the weapons, but instead of being stunned, the enemies break out in dance! I also made a second version of each instrument, called 'broken' instruments, that you simply use as melee instruments to beat enemies. I tried to make all the weapons powerful enough to be fun even later in the game, but not be God items. I kept going with the Bith theme, and made a new armor called 'Bith Musician Suit' that makes you look like you're wearing the uniform the Bith musicians in the game wear, to complete your dreams of being a Star Wars cantina musician. It isn't as protective as armor but I think the stats are fair and make up for it. There are also two extra items I included just for fun, they're not actually for player use but they're part of the storyline I'll add in a later version. They are holographic versions of two of the weapons. As of now you have to cheat to get any of the items. I am still in the process of working this mod, but because it's taking a while I'm releasing just the items, rather than waiting an unknown amount of time for everything to be finished. Things to look forward to in future updates include: A fairly detailed storyline, including a new quest, leading to the aquirement of each of the items through three planets, with new characters, including the crime boss Jawa the Hutt; New musical themed items, such as earplugs; A holo-terminal having special uses, including obtaining new armors; And more! -
That's not good lol, what animations?
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File Name: Darth Nihilus Animation Fix File Submitter: Ӄhrizby File Submitted: 07 Jun 2011 File Updated: 24 Jul 2011 File Category: Mods TSLRCM Compatible: Yes This is an update of my previous Darth Nihilus Animation Fix. It includes two new features. First, the cape bug is fixed fixed and it is fully animated. Secondly, Nihilus' popular unique animations are still on him, like his lightsaber flourish and special attacks. It still gives Darth Nihilus all the animations for all combinations of ranged and melee weapons, as well as all other mundane animations. I also fixed a small typo in the item description, if anyone cares. You can again access the robe that allows you to disguise yourself as Nihilus as a replacement of the mask you can get from Visas after you kill him on the Ravager. Click here to download this file
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Version 2.0
6,955 downloads
This is an update of my previous Darth Nihilus Animation Fix. It includes two new features. First, the cape bug is fixed fixed and it is fully animated. Secondly, Nihilus' popular unique animations are still on him, like his lightsaber flourish and special attacks. It still gives Darth Nihilus all the animations for all combinations of ranged and melee weapons, as well as all other mundane animations. I also fixed a small typo in the item description, if anyone cares. You can again access the robe that allows you to disguise yourself as Nihilus as a replacement of the mask you can get from Visas after you kill him on the Ravager.