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Quanon

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Everything posted by Quanon

  1. Well, I'm testing Mdl-edit tool by Bead-V. Also some improved 3Ds Max scripts for NWmax. Which has given me a lot of insight into the swoopbike model. I've did another test, I started to add in a list of the animations and all the "keys" it needs. 5 anims for switching gears up 5 to switch gears down About 10 anims for turning left and 10 for turning right 1 for boosting 1 for taking damage 1 for Gear 0, idle... etc... It's more then I thought Tried to stay as close as possible to the orginal setup, so the aurorabase is set to effect. I can add the list of animations, but they don't get exported. Somehow it only exports out one animation, labeled "on". It might be the type of aurorabase, the effect one, doesn't list a box of animations in its options. So I might change it to other or something. I've no idea if the game is just being picky or not. But I'll see how it goes. So far the result remained the same. The swoop track loads, but, nothing happens; no movement.
  2. 3Ds Max behaving OK again. Back to rendering.

    1. Sith Holocron
    2. DarthTyren

      DarthTyren

      Sometimes it just needs a good smack.

  3. And 3ds Max refuses to work anymore... Just like that :o

    1. Sith Holocron

      Sith Holocron

      I'm sure you'll figure out eventually. That means my project is on hold for the time being. No rush, right folks? ;)

    2. DarthParametric

      DarthParametric

      Another quality product brought to you by Autodesk.

    3. Quanon

      Quanon

      Fun part is I used Max just a few hours before perfectly, without any indication of troubles. I left my PC, doing nothing at all. -_-

  4. I just did a quick and dirty test on the swoop bike thing. Before I get to do some rendering for another little project with SH. I've been trying to import v_superbike.mdl into 3ds Max. That is the model used by the game as your swoopbike. But when importing Nwmax "crashes", something about the animations. Not sure what is causing it. So far the oldest version of MDlops gives the best result. As when Nwmax does the crash, I rerun the script; and then the model appears. But the animations are not okay. Only two animations remain and they are seriously wrecked. So I can't redo new animations for my own swoop bike model. As I don't know how many the old model has and how the animation are done on its timeline. I also don't know the "class" the Aurorabase belongs to: is it an item? character? or just Other? But to get a start I just made a very simple boxy model and did an export, compiling with MDlops and dropped the thing in the override. To my suprise the swoop bike track gets loaded on Manaan. But it looks wrong, the GUI is not OK, neither does my swoop bike move. The countdown works, but then nothing happens. Hitting esc just pauses the game. So it's task manager to quit It would seem the animations are important to get the swoop to work like it should. But since I can't get a good ASCII to look at in 3Ds Max, I'm sort of stuck, with experimenting blindly... If there are more techy folks here, who also understand the Binary format; do you think it's possible to tell me how the animations go? Not sure what is possible in that regard though; but any pointers would be helpfull. For the curious, this how it looked. The little grey box is my model. I've also been messing around with the camera 2DA, so perhaps that is why the GUI looks wrong? Anyhow, back to the rendering business first!
  5. Yes, but you'll need to write up your script for all the quests and things you want the player to do. Lay it all out. So that I and you know what MUST be included in which model. And how many models you want. I won't start on anything just yet before I get more details But let's keep that for the PMs. I'm just running a lot of things at once, my own mod ideas, plus other projects with other modders.
  6. OMG; hahaha; what is that? Zardoz commands you! Ahum, by request, Jolee with a more hairy chest, legs and arms; not Connery levels though. Not certain which fan base I'm serving here
  7. Noted!
  8. Yes; I've got designs for almost every racer in the Kotor game. And I'm pondering on where to put these bikes. You never really walk around the starting grid of any swoop track, but I think it would be fun if you could have a peek at the other bikes the competition uses. I'm also curious if I can't replace the swoop bike model that is used in the game. Something to do dig into. Anyhow, if anybody has suggestions where these bikes might fit best on any planet; let me know I've also spend some time to finish Jolee. He's been a bit on the back burner for to long. I still need to work on his underwear. And so I've put some time into that for a few days. Just need to tweak a few things before releasing. Nipples are oddly out of place Might make the highlight on his back and belly a little stronger. Since it looks softer ingame then Photoshop. I've finished his regular clothing, just his belt needed to be touched up.
  9. I shall give it a spin soon :-) Was just started with a playthrough, will be a blast to "get" the portraits as the party grows. As I only did the characters, I'm curious to see how it looks with the background and in game. Very nice work SH! Just shows you nicely how much awesome stuff the community has created for TSL.
  10. Everyday I'm rendering!

    1. Sith Holocron

      Sith Holocron

      And bless you for that!

    2. bead-v

      bead-v

      doo too too too too doo too :P

  11. Just hitting tab and going to another character in the party. Then running around and switching back often solves it for me.
  12. Hahaha! An update on this lawnmover Going through all the parts of this model and UVmap them. I've got some textures picked out to use as a base for the "greedy-speedy-lawnmower" So here's another peek at how things look so far.
  13. You might want to contact Bead-V. He has been hard at work to make a new import script that also imports the lightmap info from the game. As now, whenever you use MDlops, you loose everything about the lightmaps. And you would need add it back in manually. You could do this in the ASCII file, but, since any area is made out of hundreds of meshes, it's a lot of tedious work. Also writing it out here, would create a large wall of text If you want more info on how to create lightmaps: http://deadlystream.com/forum/topic/4748-lightmapping-an-area-model/
  14. No worries, I've collected a few extra bits and pieces to complete Jolees underwear skin. He'll get a proper release just like all the others So, tonight I got some modelling done. I've worked on Jaxs Swoop Bike. I've based it off, naked bikes and café racers, I felt that this was a nice match for the Gammorean. Just got the body from the bike about done. Perhaps some odd bits to flesh it out a bit more. The little back wings, will get some extra struts for support. Might add more minor details on the panneling. Though I think most will be done texturewise. The idea is that this model will be added to the game. First as a placeable though. I might sink my teeth into replacing the swoop bike model; no promises though. I've got no idea how the game will respond to that. Not even sure if the swoop bike model works as a regular game character or not. But since we can add extra bits to head model or regular bodies, I thought it would be fun if your swoop bike could look a bit more personal? I'm planning on adding a more "chopper" like steer. I can't see the Gamorrean leaning over Minor preview of the thing. Mind just place holder materials!
  15. Yes, that's the idea; I want every racer to have his own look The collar needs a little tweaking to blend better with the skin; it's bit harshly cut right now. Another peek at Casandra, I noticed the "chroom" effect is a just a bit to visible in game. I'll need to soften that up. Otherwise I think it works rather good. Simple, but good
  16. Uh, I might? I don't think the model will allow that though... I already have a good idea what I want with her, look below Ok, so a new head model, on top of the scoundrel clothing? That would get close, to it, no? Ahum, here's what I got on Cassandra, it's red jumpsuit affair, with some white racing stripes. Just the basic layout so far. I've got different setups for the "shiny" latex effect. It'll depend how that turns out in the game though. Plan is to add racing stripes down her sleeves. Add more "panels", stitches to the outfit. Boots and gloves. IIRC, the Twi'lek head does have a mask hook? Else I might make some goggles for her to wear.
  17. Well, this outfit is made for Hukta Jax, the Gamorrean swoop racer on Manaan. But I could adopt it so the other Gamorreans follow a similar styling. No, besides creating a few weapons, I haven't done much modelling recently. I still need to get back to a lot of things. But so far, I've really enjoyed my time spend in Photoshop. So here is the finished Hukta Jax; I've taken the skin to run around Manaan and Tatooine. Really pleased how the alpha channel and CM_SpecMap turned out. It is a really soft alpha channel. It's less visible in the screenshots, but the texture leather effect on his suit looks very nice, even for a Gamorrean Next on the list Casandra Mateil, the Twi'lek racer on Manaan and the Ithorian needs a redo as well. Although for him, I don't have any ideas so far what would work on him.
  18. Part 3 for my tutorial is out!

    1. jc2

      jc2

      Cool! I will be watching all three parts soon.

  19. At this moment I'm just working on some minor characters; the swoop racers you meet on Manaan, Tatooine and Taris. I had fun with the Gamorreans, so I did the racing pig on Manaan as first. I'm now just working on the basic layout of his racing suit. Other details will be added, though the UVmap for this model has really bad parts. Which causes stretching and deforming some of the skin. Another idea to flesh this project out a bit is to add in new placeable, the personal swoop bikes for each of these racers. Though I'm not sure where I would place these in the game. Plus I need to sketch out some designs that fits each racer. Quick preview on a very early WIP.
  20. Not much, I've got a few ideas in my head, but nothing to really show off. Besides, I've spend some time to record new tutorials, which I plan to release very soon. But that's something for another section on the forums
  21. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III
  22. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III Next release.
  23. The grain effect wasn't in the settings file anymore, couldn't find it; but it was still there I've no idea how that could work... I just tried out to many different versions, I would guess, and things got mixed up.
  24. I kicked it all out today Just couldn't find a good look that I like. I tried out other versions, but there are like too many FX/ Reshade version floating on the intrawebz. I keep on having too much of the grainy effect. And I can't find it back in the settings... anymore... cause I've been switching out different versions and setups.
  25. I have installed a newer version, but... Now, when I run Kotor, my graphic cards makes this high pitched sound No idea if this due to some of the options switched on by SweetFx. But it's really annoying, plus I don't think that it is very healthy for my PC. Anyone had this before?
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