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Quanon

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Everything posted by Quanon

  1. I think SithSpecter is more qualitfied in this sort of things. He adjusted the Revan model to have a flowing cape. What I know is you need to link your model to the "bones' and super anim file( this file includes all the animations, fighting, talking, etc... ) of the Kotor games. You'll need the NWmax tools and 3Ds Max or Gmax to pull this off. And MDLops to, I think to convert the model file to what Kotor uses. Then it's 2DA editing I believe. But I don't know the right steps involved :-/ Nobody so far has tried this stuff before, not this extensive Like I said SithSpecter might be a better help. But it's a serious chunk of work, I don't think you'll get it done in 15minutes
  2. If we are adding extra 3D buildings, I would get rid of those 2D buildings or add a new ring of 2d buildings further out. Else it's going to look a bit off. I'll see if I can't reconstruct the basic layout of the Taris area models. It'll be easier to get coordinates for said building placeables, less guessing and testing back and forth. It should also get us good idea of what scales we'll need to pull of a nice depth "feeling'. I guess that means I need to make some simpler versions of said buildings to be used in the far distance. No need for tiny details on tiny buildings far away How would we best setup such a mod, for best compatibilty? I'm no expert in this; most of my mods are dead simple @Everyone, thanks for the nice comments!
  3. The building has been adjusted. IMO, the middle section between the towers looked a bit fat so to say. So I cut out a section and continued to texture it fully. It just needs an adjustment to the windows. Compared to the other buildings they looks a bit big I've also already started to constructed another type of building. I might do a second one in that style. To get some consistancy overall. Perhaps I should make these into placeables and put them in the game to, up close like the other buildings? Anyway, here's another sneak peek
  4. Here's a tiny preview on an extra building I'm making. Took some cues from that concept art piece of Taris. What you guys think? To wide?
  5. Model looks great. The only thing I can see that could be a problem is the scaling of the limbs. I get the impression JKA models are bit more skinny and Kotor models more clunky looking.
  6. Thanks for the tip! I haven't thought of resizing the cloud layer. Should be quicker route then redoing it all. Certainly taking in render times, which can be horrible on my old rig.
  7. Quick render of the buildings so far. I've been trying to apply the CM_Baremetal shaders to the textures in 3Ds Max. I think I'm close to what it looks like in the game so far. Though I've no idea if this will work in Terragen. Only one way to find out, check your PM-box Kexikus
  8. Minor update; I've checked the other Taris models. Looks like Bioware only used 1 model, copied that around and just altered the scale. I also got some nice textures from Jorak Uln, so the skybox will match nicely with his new high quality textures What I find odd, is that the flat buildings in the further distance clearly show Bioware had other models. I'll see what I can do to replicate those in a new set of models. I think some variety would be great. I'll keep you updated on how things are shaping up And I love the Kotor modding scene, pooling resources together for better results! Love that stuff!
  9. Well, I'll check out the other street areas, I think they might have different background buildings then those used in the apartment skyboxes. Quick question; can you use different .obj files in your Terragen? Or do I have to put all the buildings into one file? In the game I get the impression the windows are 'glowing'. But, yeah, realistically there should be some reflection. I know how to get that in 3Ds Max, but I don't think that will get exported in a .obj file. Which Terragen uses. I'll have to do some homework on that matter.
  10. Removing the platforms isn't too difficult. I'll tweak the window texture; as now the windows are in a blue tint, not sure if that's the look you want. Consider those tweaks done
  11. Found a set of buildings, the ones you can seer from inside the round apartments hallways. I'm fixing them and applying smooth groups. That sort of info gets lost when compiling with MDLops. Not sure how to go about transpareny for the windows. I know how it works in 3Ds Max, but not for Terragen. Will have to google that.
  12. I could try and dig up the taris buildings from the modules models themselves. You know cut them out and then export them out to a format Terragen can use? Like that things will match, textures, the models themselves...
  13. Manny thanks for those tutorials, should get me started on the right track
  14. Trouble is, I didn't use Terragen to render the clouds, but took sky pictures from CGtextures. It would seem the grain is within those photos themselves. I've tried to replace the clouds today in PS and noticed the grain wasn't really gone, even when using a new set of cloud pictures. But, since you mentioned Terragen, I might go that route. It might even work out better, since you have a good perspective feel in Terragen, giving a better feel of depth.
  15. I must have used that sort of effect on my background clouds. I've noticed it as well; that's the trouble with these big textures. While working on them in PS, it's zoomed out, to keep oversight... I'll see if I can fix this.
  16. It has been awhile since I last posted anything in this thread. Had a fresh install of windows and all my modding tools and the Kotor games of course. Took me a bit to get setup again and to figure out what I was doing lately Anyway here's my top 3 list of things to do: - New rendered clips of the Ebon Hawk taking of/ landing for the Scrap Yard games - Lightmaps for my BoS modules ( very buggy afair... ugh) - Nar Shaddaa expansion, mainly cluttering the area to make it feel alive. - Malachor Skies V2.0 Well, today I can scrap the last one from the list, it was nearly complete and it was the least heavy duty work. I've done my best to deal with the seams. It seems it all comes down to a small shift of one tiny pixel. It's still not perfect at some spots, but it's less obvious and harsh then in my previous attempts. How does it look, like this: I'll do an update on my Malachor Reskin pack. Releasing these separately seems a bit daft. No?
  17. Stunning work Kexikus! Dantooine looks really dreamy, it's perfect. That Taris shot looks awesome. Would you be willing to write a small tutorial on how you do things in Terragen. How to setup the landscape and such. I've been messing about with the program, but it's all a bit abstract to me with those nodes and stuff. I'm a visual guy and whenever my mind is confronted with just numbers it goes bonkers lol
  18. Top work on Korriban! Looks really fantastic! Forget my comment on Dantooine, it looks good in game. It's hard to judge, how the skybox textures are going to work out in the game. Had to do the same with my Malachor skies. Reminds me I still need to fix that newer version.
  19. Installed TSL from GOG; doesn't launch, nada... What gives?

    1. Rece

      Rece

      Told you steam would be good :)

    2. Quanon

      Quanon

      Lol ;)

      I found an easy solution on the GOG forums; looks like 2 ati.dlls caused the problem.

  20. I think the blue might be 'fog'. There is something in .are IIRC, far distance fog or something it was called... It has a certain value that matches a color, ex blue tint. So a minor edit to the .RIM file or .module might do the trick. Dantooine, I know it's mostly rolling hills, but I miss some cliffs, in the foreground, to match with the walkable area. Just my 2cents
  21. Misplaced my Kotor discs....

    1. VarsityPuppet

      VarsityPuppet

      perfect time to get Kotor on GOG or something. Disc Free!

    2. Rece

      Rece

      Steeeeeeeeeam That way you can DL all the time on any computer

       

    3. Quanon

      Quanon

      Hmmm, I'll go with GOG, steam can be a bit sluggish. Then I need to install all the fixes for TSL again.

       

  22. Fresh install of 3Ds Max done! Photoshop ready to go!

  23. Should get back to work on my mods. But feeling so lazy... Somebody kick me already! :P

    1. Show previous comments  3 more
    2. Quanon

      Quanon

      Got it, fighting with my photoshop.

    3. Kate The Bionic Uterus
    4. Kate The Bionic Uterus

      Kate The Bionic Uterus

      Ooh, that was fun :)

       

       

      *kick*

  24. Starts to look good to me. Nice depth with those far of mountains. It's just a matter of color matching. But I guess thats work for later
  25. Fresh install of windows on my PC, time to setup my modding stuff. And get back to work!

    1. Show previous comments  4 more
    2. HK-47

      HK-47

      *Linux for the win.

       

      Fixed it for you.

    3. Rece

      Rece

      You heard me right, Mac OS ftw :)

       

    4. HK-47

      HK-47

      Exclamation: *Gasp* My photoreceptors! My photoreceptors!!

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