Quanon

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Posts posted by Quanon


  1. No, he made a red version of it years ago.

     

     

    Hmmm, well if he did one years ago was it animated?

     

    I made a texture that looked like it for a Korriban area; a few years ago.

    It has an orangy glow to it, but I never got to animate it. I was back in the day looking into it redo it anyway; since I wasn't really happy how it looked thus far.

     

    And I can't seem to find it back on my PC for the moment. Not sure if I still have those areas installed for my Kotor games.


  2. Stunning and lovely work on all these masks so far!

    These kind of mods take the games to a new level; there is still a certain beauty to these old 3D games :D

     

    Any more changes to my Mandalore mask? Just out of curiousty, my models are far from pro and rather modelled on the fly without to much planning ahead.

    Neither had I any proper training in 3d modelling, so my meshes always end up messy and cluttered.

     

    When I see DarthParametric models or your masks they are far more "clean' and neat looking wiremesh.

    Keep on the good work!


  3. Great to see this released! Stunning work SS! :D

    Download this ASAP and give it a go. 

     

    I'm still into a new run through Kotor with various mods installed, this one should improve my sessions even further!

    Do you think TSL is a next project to consider? As both games use mostly the same models only a long session of recompiling is needed.

     

    Though of course a few unique items would need a new model. Anyway just thinking / wishing out loud :D


  4. I'm trying different things with my textures more and more, for example the shiny orange icon for the re-skinned Jamoh Hogra's armor in my first post, I'll add optional shiny icons to the sith apprentice mods (I'm using this tutorial: http://mygimptutorial.com/fancy-glow-effects-in-gimp I used when I did the armor because I can't remember for the life of me how to do it lol. I've settled on using this icon

     

    attachicon.gifia_revan_230.jpeg

     

    For my black and grey armor found here:

     

    attachicon.gifBlack and grey.jpeg

     

    And I'm going to work on using alpha channels to add some shiny layers to it. I really am a noob at skinning I should of definitely payed more attention in IT class!

     

    Scripting would be impossible for me without the great tutorials around for assistance, everything I've covered off in my first post and more was through the aid of lucasforums, deadlystream and a few other sites.

     

    I can remember seeing a browner variation of your armor you've posted above, is that the same skin? 

     

    Lol; I always forget the icon business, untill the last minute, so it's mostly a hasty hack job :P

    And, yes, LF and Deadlystream have taught me everything about modding. I wouldn't have gotten far without the support of the whole community.

    It's quiet a rush when you finish your first mod ever and see it working in game.

     

    Alpha channels will certainly take your skins to a new level, there's a lot you can do with those.

    Brown? Hmm, might have been an earlier version variation of the Jedi thingy I talked about :D


  5. That's an amazing armour/helmet variation! I have to say your work is god-like compared to mine haha  :unworthy:

     

    I'm still learning the ropes on making things go together properly, for some some reason I can never get the back right on that skin but I reckon I'll mainly cover it in red. 

     

    I do have an unhealthy obsession with the Bandon model as you can probably see, and you've just fuelled it even more lol! 

     

    Thanks for that big compliment ^^

     

    You're doing pretty good. Take your time to get to know the skin, how it is layout on the model.

    Just experiment a bit. You'll improve over time, in bound and leaps sometimes.

     

    But I'dd say your doing pretty well, since it's way more then just reskinnig.

    Don't ask me to do scripts or any of that stuff. :)

     

    Bandon's armor is just very cool looking; I did a Jedi variant on it earlier, since the LS side lacked this sort of heavier beef looking armor :P


  6. I do speak a little french, but typing/ writing, ohlalala, that's something I haven't done since high school o_O

     

    What I would guess is this head needs the proper hex edit method, to get animations and bones working in the game again.

    If he did re-use a kotor head then most bones/ vertices should already be properly weighted.

     

    Been a very long time since I did anything like that sort of 3D stuff. And the only thing I ever did was adding some cubes to a players head :P


  7. Hello,

     

    Fellow Star Wars fans! I just found a very nice blog post about viewing the Star Wars movie saga in a new order.

    I guess most of us do it in these 2 orders:

     

    Episode order:

    EpI => Ep VI

     

    Or released order:

     

    Ep IV => EP VI and then EPI => EPIII

     

    Now this blog suggests something new and gives some explaining why it actually might work better.

    Since I just love the SW movies I might give this a try!

     

    Here's a linky to the blog:

    http://www.nomachetejuggling.com/2011/11/11/the-star-wars-saga-suggested-viewing-order/

     

    So what you guys think? Absolute bollocks? Or "I did this myself ages ago, nothing new!"


  8. Good to know NWmax works on later versions of 3Ds Max.

    I'm still using the 2010 version myself.

     

    Have fun exploring!

    Oh, don't just explore this forum, there's a ton of fun tutorials out there for 3Ds Max.

    And don't be afraid of just playing around with the program. Sometimes that just gives you crazy results you can use in one of your own mod projects ;)


  9. I think it all depends on how things are done in the said modding community.

    Like Kexikus said it's a bit of a grey zone.

     

    From all the mods released for most games, it's obvious there is NO profit involved.

    And most smart communities clearly state you shouldn't use pirated versions of the game and so on.

     

    It would be pretty crazy for any country to go and drag every modder before court or write up fines and what not.

    Yes, it's troubling they are writing up such laws and stuff, but I would guess if they ever really pursue this, it would create a huge backlash.

     

    Copying cds, dvds and, hell; old VHS tapes  has been illegal for ages, but I've known very little cases that someone was send to prison or got punished for it.

    I'm talking uber small scale, private use, share among friends stuff.


  10. In addition, I have learned that KAurora apparently does support Lights, which are called Aurora DLights in 3DSMax and GMax.

     

    This allows us to actually use light-sources similar to the floor lighting used on Taris' walkways or the Leviathan, as well as the normal lighting from something like a lamp or wall-light...

     

    Yes, AuroraDLights work, but only 3 at a time will light up. When Kaurora didn't handle lightmaps I did a few tests with the AuroraDlights.

    You can add a lot of them, but as mentioned above. Only 3 will work, depending you walk closer of further away, plus the orientation of the game camera, lights will switch on and off.

     

    I would guess the function of these lights is to add a little extra flavour on some parts of your model. Or animate them to blink or pulse, again more as a detail, then say to do the proper lighting of a whole area. 

     

     

    On the walkmesh splitting: I could write up a more in depth tutorial or explanation on the subject. The benefit of splitting up the walkmesh is you can say what the game engine has to render, depending on which part the PC character is standing. This is very usefull when working with emitters for example. These can really slow down the framerate of the game.

     

    But by using the .vis file in addition with splitting the walkmesh into bits, you can avoid this.

    It's not a very difficult thing to do actually. You just need to keep track of which area part is Nr 0, 1, 2, 3 ,4 and how they link up. Yes it starts counting from 0. Not 1.

     

    Again; this all depends on how your area looks like ofcourse.


  11. Kinda off-topic: If you end up downloading and using those models anyway, would it be possible to convert them to .obj files so that they're useable in TG for a skybox? :D

     

    No problemo; I'll look into it. And I'll PM you when I get more news on this ;)

     

    EDIT: Been going through these building models and they're super quality. But a bit poly heavy I fear. The more complex building have between 25000 to 35000 polyies. To put it in perspective; most of my own build areas have between 25000 to 40000 polyies.

     

    So I'll need to make lower poly versions to use in the game, which will take some time, but I now have good examples of how to build them.


  12. Have a few new model scripts and bits that help in 3Ds Max. Actually read through a nice tutorial on how to create a big uber city ala Coruscant. Of course doing the take off and landing, we need to have a story board, with all the shots. Just to get what is needed and seen in each shot.

     

    Thinking on all the layers involved, background skybox, far off traffic, traffic that's a bit closer. Other ships landing and going... Lots of stuff to keep track off. But doable if it's cut up properly for rendering. It would still take loads of time though, no escaping that :D

     

    Guess I'll have to go and hunt down some tutorials on how to do composites in After Effects. :P

    Need them anyway for another mod.


  13. Did someone mention neon birght trees!!!

    Here's a first quick and dirty test run, Jorak ^_^

     

     

    It's just the tree for now, it doesn't has its pedestal or holo projector thingy.

    All in all I like what I got from this test. PM me and we can discuss it further.

     

    Don't want to hijack your thread to much ;)

     

     

    Glowy_Tree_Stuff02_zpsrcykhj5z.jpg

     

     

    Glowy_Tree_Stuff03_zpsjxrxup8n.jpg

     

     

    Glowy_Tree_Stuff_zpsquoset9d.jpg

     

     

     

     


  14. 2 things to check:

     

    Make sure all objects are Editable Meshes, and double check the orientation of all objects on export (in the ASCII file). I can't tell you how many times I have faced this problem myself.

     

    Regarding lightmaps: I'm not quite sure what to tell you. When dealing with the underside of objects, I would give two or three lights for every one over top. Also, make sure Realistic mode in Max is turned on.

     

    Apart from that, unless you released the wrong Max scene in your Released Assets thread, there are others who do have the right scene file (albeit, without the walkmesh).

    I've got my assets on my PC, no worries there ;)

    I'm already getting better results for the lightmaps, I'm making sure the big ships and some of the filler objects, like the crates, get their own separate lightmap.

    It gives far better results, the ships are a real pain in the behind. Ebon Hawk is a model imported from the game, though you can't really tell which data remains within the mesh.

     

    The displacement is an obvious one, old X Y Z coords can be really stubborn in 3DS Max to get rid of. Though the most easiest way is to just edit the ASCII file you get after exporting.

    The lightmap UVW madness, is something I struggle to get corrected, certainly on these meshes out of the game. They cause major havoc all the time.

     

    But taking it step by step often is the best way, too much in one goes wrong like 99% of the time. But sometimes you just get lucky and it works like a charm. :D

    • Like 1

  15. When modding goes wrong... You get a good laugh once in awhile :P

    Of late I've been revisiting some old areas I made for a mod. I've been adding fresh new walkmeshes, lots of woes, bastards and best of all Lightmaps to further improve the looks fo things.

     

    But going back through these old models wasn't all that easy. Some of the original 3DS Max files are lost or I saved the wrong versions.  >_<

    So that means redoing more then you think you would have to do, hahaha, but it pays off in the end.

     

    But here's some nice shots when things go wrong; lightmaps are there for all the models, though some of them are... uh, not quite right :P

     

     

     

    Famous problem; TO HELL WITH YOUR UVWmaps! SCREW YOU ROTATION! 

     

    K2_00000_zpsunyo0ee5.jpg

     

     

    I hope this force field has a return policy.... It has an animation, which makes it even more "wonky" looking.

     

    K2_00003_zpsgrsslagv.jpg

     

    Atton piloting skills at his best: CRASH AND BURN!!! AAAAHHH!

     

    K2_00004_zpstxhoun0e.jpg

     

     

     

    Well, at least the game didn't crash on loading :D