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Everything posted by Malkior
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From the album: Tests
Different shot of the Grenn reskin to show some clothing detail. I imagined the front panels as some sort of leather on top of the bronzed shoulder armor. I took a bit of liberty in designing the shoulder patch since I would imagine a police force for an entire station would probably have their own set of emblems. I was thinking of changing the sphere on the chest to the eight sided Republic star possibly. -
From the album: Tests
Close up shot of the Grenn reskin face. Some may notice that I posted a reskin of him a long time ago; and I've been waiting a while to update it. The collar is that way because I wanted the suit to resemble a police uniform, and the bulky piece on top just didn't look right to me. It is probably subject to a revision just as well. -
From the album: Tests
Testing out a new painting technique for skin and clothing on Grenn; one of my favorite characters because unlike most of the NPCs, he's just a guy trying to do his job while everyone else fights their wars. His male-pattern baldness sadly I could not fix.. -
From the album: Tests
Another angle of the Grenn reskin I was working on. I really like the sheer strangeness of the Republic uniform, and I tried to retain it while making the TSF look like an actual Citadel Station police force rather than a palette swapped Republic soldier. -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
So, is the model usable in game and we just need to find a way to add it into our save, or will we need to also do something in MDLEdit to get it to not crash? -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
In my own experience, the model crashes when using the TSL model in Kotor and vice-versa. However, Darth Parametric was the one who made the models, so he'd be the best person to assist you. (Plus he is very knowledgeable of all things related to kotor models) Once you get it working, I'd love to see a screenshot or two as I've never seen it in game. -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
If you downloaded the files from Darth Parametric's post, I believe there were UTI item templates included. I don't think you'll be able to find the items in the game without console commands, however. The MDLs Parametric provided are both for Kotor and TSL. Just choose which one you want and include it with the UTI and textures in your Override. (At least, that's how I understand it) I converted the file to Blender to test a while ago, so if everything doesn't fit, I will endeavor to fix it so that it does. Please let me know if that is the case. -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
Here's the finished texture. Now, it's been a while since I got this and I haven't been able to test it ingame, but feel free to let me know if there is any additions or changes you'd like. DP_Sabine_Helm.zip -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
Sorry for the very late response. As per my Status Update, I finally figured out how to at least basically use Blender. Here is a render of what I have so far. I fixed up all of the problems my previous attempts missed and just have a few bits and bobs to add detail to (Like the targeting antenna) If you're still interested, I can have it done after maybe another day of sprucing up and adding some minor fun things like a metallic sheen on some key parts. My apologies it took so long for me to get back to you on this. -
That skybox really sells the effect well. I had no idea there was an irradiated version. Does that mean it will change once you send the droids to vent the area? Also am looking forward to the next set of screens.
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Wondering if anyone could point me to an updated tutorial or possibly just explain to me how to use the new Blender 2.8 interface. I used to be able to figure some things out, but with the recent update I literally can't even understand how to preview textures on a model...
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I just checked footstepsounds.2da, and 0 is listed as "Soft", whereas 2 is listed as "Droid". So, hopefully this confirms what Jc2 is saying; just change the "footstepsound" column of the N_mandalorian section from a "2" to "0" in Appearance.2da with the Kotortool, and that should fix it. (Unsure about the "Soundapptype", as that's a bit outside of my personal knowledge base) One thing I'd like to note is that the Kotortool has an idiosyncrasy where it won't save your changes to a column unless you click onto another one before saving. It's a bit complicated, but I'd be willing to help if need be.
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That mod is apparently an unverified number of different textures, so there's no way to track down who's mod is which. If you or someone else could pinpoint parts of it and ask those respective authors (or have proof in their permissions that they are free to distribute), then perhaps you could get some of those textures. Sadly, TSL mods on the Nexus were poorly implemented and a lot of mods were stolen and reuploaded, or people just uploaded whatever was in their override. (Which is tantamount to stealing just without malicious intent; as seems to be the case here)
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Sorry. Didn't mean to imply that you don't try to maintain the utmost of accuracy. There's just something about that color correction that elevated the look. If such a change could be replicated, then perhaps other skyboxes could benefit from it as well.
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I can confidently say that this is a perfect upgrade of the original texture in every way. It increases the detail and adds visual scope yet doesn't radically stray from the original design (In my opinion, this looks better than SWTOR) Are the rest of your skyboxes going to be color corrected to the original pallet as well?
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Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Indeed. In fact the purpose of me cataloging each of these simple tasks as I learn them is to help those who have as limited of a knowledge base as my own to avoid similar misunderstandings. Hopefully with time and experience, I will be able to streamline this process and maybe create some tailored tutorials along the way. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Indeed. That's why I needed the help. I would have pressed all of those wrong buttons and more on my own. For example, the Oddysey Base isn't actually called "Oddyseybase" It's listed in the items as the name of the model file "PMBC" One of the reasons I clicked that toolbar was because there was an option called "Oddysey Base" that assigned and changed what the parents and children were (which is what lead to the screwy hierarchy) -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Heh. There's a lot of steps I took, but I remember some of it. (and a lot of it is listed in this very thread) However, the most puzzling thing for me has to be how the emitter was added where my edited model was supposed to be. My only guess could be that there is something on the left toolbar that I accidentally clicked, or perhaps it happened when I was creating polygons to fix the gaps.. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Awesome. The files work perfectly in TSL. Thank you for fixing up the files. After looking over your edits, I think I've gleaned a few things I need to focus on. Namely, not to assign random textures, but also to ensure the edges line up cleanly with the original and to make sure the cap is properly kept on the torso model. (I'm not exactly sure how you made it float there, but I could probably guess you either created the polygons or just re-imported the original model and copied its geometry; either way, thank you for fixing that) I plan to send a copy of my GMax file to bead-v in the hope that he can figure out what went wrong with my file. I might tweak the collar a bit to give it a bit more emphasis. (In case you were curious which direction I was going with this artistically, here's the admittedly strange reference photo I'm using. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
I'm so sorry you had to deal with my haggard mess of a modeling job. At least I know some of what I did wrong. So, the reason the head is offset is because when I tried to import my edited ASCII model back into Gmax, the head was 150 px too high and somewhat too far forward on the neck; so I made those adjustments and upon reopening it, the head seemed to be in the right place.(Since it wasn't showing in game I tried literally everything I could think of) Upon reflection, I can guess that reopening the same exported file back into GMax has bizarre consequences as has become fairly evident. I have not idea where the emitter came from or and explanation for the odd scaling. I wish I could provide more insight, but frankly I'm as confused as ever on how that happened. (I hit "export with animations" instead of "geometry only" would that have been what did it?) The arms and torso have different textures because I wanted to see the model with its texture in GMax, and the preview button just wasn't working (Apologies, I didn't think it would translate to the export nor that the arms and torso had their own texture assignments) The goal is indeed a simple replacement job as far as changing the corresponding armor to have collars at the neck. The vanilla armor design terminates exactly at the head cap and looks distractingly ridiculous. (Like they vacuformed the collars to the wearer.) No need to make new UTI files, just add collars to the original armor. The way I modeled it was by cutting a square shape at the back of the neck and wrapping that extruded piece around the entire collar. Obviously, there are better and easier ways to do this, but it was the only one I knew. If there are any specific issues you saw when removing the geometry, I am very interested in them because sadly, that was the best I could do with my limited understanding of modeling and I would love to hear of ways to improve. I am listing all of these details in the hope that others may learn from this experience so that they may not fall into the same pratfalls as I myself have. I thank you for the continued assistance, and hopefully the next steps will get a bit easier.. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Nothing new is rendering and I can't seem to figure out why. These are the files. Edited Files.zip Is there something I'm missing in the export? -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Everything's weighted, set to Override material settings, and ready for export. The only issue I'm having is finding the Model Export button. When I click Export Selected, I get the Following Error. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Alright. I think it is already a child of the OdysseyBase (Please Correct Me if this is not the case) Now for the Skin Modifier, do I use a specific Envelope weight or do I just make it something like "1"? Also, does the Trimesh have any specific settings, or is default fine? -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Alright. I finally have the UVW Unwrap set up and working. Two questions before proceeding: First, while it is generally advisable to avoid editing the mesh after unwrapping it, how significant will the undesirable effects be if I pulled a few vertices underneath the stack? Second, should I collapse the stack before I add the Trimesh Modifier? I'm playing most of this by ear, but hopefully testing in game will be the next step. -
Modelling edits for Area Models and their various trials
Malkior replied to Malkior's topic in Work In Progress
Good to know; so does that mean that it would just cause a Hall of Mirrors effect rather than just crashing when it tries to load the model in? Wow, I never would have guessed that even the user cameras have their own customizations for near and far planes. I was having a similar problem with zooming when I was editing the Telos area model earlier, so this will be quite helpful in future endeavors. Um.. yeah I have grid snapping enabled AND I disabled the active grid, so that probably explains why it snapped to the only grid it could find at the GMax center. 😐 Thank you for these quick answers, it seems so simple but when you're in the thick of it, it's difficult to figure out. Now that I have the piece detached and copied, how do I get it into the game? Alternatively, should I focus on texturing it before that point?