Quanon

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The more improvements made to Malachor, the better! Excellent work. 

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Thought I had finished the knight looking Bandon skin. But it looks like I lost my latest photoshop file on that one. Had to start over with an older version.

Very early WIP, keep that in mind folks!
 

 

 

 

 

New_Knight01.jpg[/url]

 

 

New_Knight02.jpg

 

 

New_Knight03.jpg

 

 

 

 

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A question regarding the Bandon Knight: Does this replace what Darth Bandon wears, is it something the player can wear, or is it both things?

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A question regarding the Bandon Knight: Does this replace what Darth Bandon wears, is it something the player can wear, or is it both things?

 

It's a new item for the player to find in the game. It doesn't replace Bandons skin. But it uses the same model.

Consider this the Dark Side version of my Praetorian mod I released.

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It's a new item for the player to find in the game. It doesn't replace Bandons skin. But it uses the same model.

Consider this the Dark Side version of my Praetorian mod I released.

Just checking.  I was wondering if I should be getting ready to find all of Bandon's lines to add a mask filter on them. LOL

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Just checking.  I was wondering if I should be getting ready to find all of Bandon's lines to add a mask filter on them. LOL

 

Bandon doesn't deserve that armor IMO. But I like your mask filter idea! 

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Just checking.  I was wondering if I should be getting ready to find all of Bandon's lines to add a mask filter on them. LOL

 

I could always, at sometime, do a Bandon reskin and give the dude a helmet :P

Though I would like the helmet to fit the Star Wars era of kotor more.

 

My own creations are just that; my own ideas, but it doesn't fit Star Wars  very well, IMO.

It's more for the fun of creating and then seeing it in action in a game. :D

 

Also worked on the knight a little, minor tweaks... building it up.

 

 

 

New_Knight55.jpg

 

 

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Today I put in the final touches on the armor for the Darth Knight :laughing:

I then did the hardest part for me: 2DA editing and fighting with the UTI files!

 

It worked out, I got what I wanted. The armor is there, but I just need to create the correct head for it.

So far the armor works as a disguise; just like the sandpeople attire or the Sith trooper uniform.

 

Which means everything gets replaced, but you can still have all the perks/ buffs from a visor or other helmet.

Ofcourse I will make the knight helmet as an item on its own. You can then match it up with any other armor from the game.

 

I did a quick test run on the Tatooine dunes; the CM_Baremetal effect is a bit strong. Does anybody use my Praetorian mod?

Do you have this "dark" effect as well on the helmet? I thought I got rid of that... odd...

 

 

 

New_Knight77.jpg

 

 

IngameTest.jpg

 

 

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Today I put in the final touches on the armor for the Darth Knight :laughing:

I then did the hardest part for me: 2DA editing and fighting with the UTI files!

 

It worked out, I got what I wanted. The armor is there, but I just need to create the correct head for it.

So far the armor works as a disguise; just like the sandpeople attire or the Sith trooper uniform.

 

Which means everything gets replaced, but you can still have all the perks/ buffs from a visor or other helmet.

Ofcourse I will make the knight helmet as an item on its own. You can then match it up with any other armor from the game.

 

I did a quick test run on the Tatooine dunes; the CM_Baremetal effect is a bit strong. Does anybody use my Praetorian mod?

Do you have this "dark" effect as well on the helmet? I thought I got rid of that... odd...

 

 

 

New_Knight77.jpg

 

 

IngameTest.jpg

 

 

What lightsaber is that?

Also, you said you think you fixed it. Didn't you have to revert to an old version? Maybe you didn't have the fix in this version.

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The hilt is called the Tormenter or something; it's an oldy I made long ago. I believe it was released in a pack I did with Darth Marius... But I guess with Kotor Files gone, the mod isn't on the big internet anymore :-/

 

For the armor I had to switch back to  an older file, but that was just Photoshop. The helmet you see in the screenshot is part of my Praetorian mod. It's a quick place holder. Just for testing.

I can't seem to get my head/ helmet to work. MDLops refuses to compile it to a binary file. Not sure what I'm missing.

 

Been awhile since I did this head+ extra mesh stuff... 

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So tonight I was tinkering away at my knight mod. I've been trying a different method to get my helmet fixed on to a head model. But without the need of attaching it to the real head "skin" mesh (real skin not the texture ) of said head. I just basicly linked my helmet model to the g_head part of the model. This is more or less the "bone" that controls like 85% of the head, the other 25% goes to the eyes, mouth and facial animations.

 

I didn't expect it to work, more like; a hard crash on exporting, crashing MDLops or crashing the game upon loading a test save. Did none of those. It went smoothly. Ofcourse in true Kotor style it was bugged like hell when I did a first test! The helmet was misplaced badly and after some long, going back and forth, MDLops and Modelviewer being constantly used, I got the helmet in the right spot. Did another test run, at first it looked perfect! But then I started to walk... And just had to laugh.

 

My model looked fine, but somehow the head got badly disconnected from the body model. Bobbing and flying off in all directions. Rather hilarious, great ending to a nice long modding session.

Did make a little video of it. As it already nicely shows how the end product might look like, minus the faulty animation business of course ;-)

Enjoy!

 

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So tonight I was tinkering away at my knight mod. I've been trying a different method to get my helmet fixed on to a head model. But without the need of attaching it to the real head "skin" mesh (real skin not the texture ) of said head. I just basically linked my helmet model to the g_head part of the model. This is more or less the "bone" that controls like 85% of the head, the other 25% goes to the eyes, mouth and facial animations.

 

I didn't expect it to work, more like; a hard crash on exporting, crashing MDLops or crashing the game upon loading a test save. Did none of those. It went smoothly. Of course in true Kotor style it was bugged like hell when I did a first test! The helmet was misplaced badly and after some long, going back and forth, MDLops and Modelviewer being constantly used, I got the helmet in the right spot. Did another test run, at first it looked perfect! But then I started to walk... And just had to laugh.

 

My model looked fine, but somehow the head got badly disconnected from the body model. Bobbing and flying off in all directions. Rather hilarious, great ending to a nice long modding session.

Did make a little video of it. As it already nicely shows how the end product might look like, minus the faulty animation business of course ;-)

Enjoy!

 

 

that looks very funny, the helmet at an angle looks like a sharks head!

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So the armor thing is growing into a slightly bigger mod. I made some helmets and a Bandon skin for J7. But that's a long while ago. And instead of letting that stuff collect dust I decided to make an armor pack.

Every armor works as a disguise, but each armor has the same head. This is a head, Asian head 03 IIRC, with just a plain black leather skin. Like this the player can mix and match any of my helmets with any of my Bandon armors.

 

Of course you can still use the helmets on any other armor of the game. I think this is the best option. Yes, using, just a visor on any of my Bandon armors will look daft. For best looking results use full face masks from the game or any of the helmets I created.

 

The mod will include; so far:

 

3 armor

  • Praetorian
  • Darth Knight
  • Mass Effect/ Dragon Age armor
5 helmets
  • Sith Assasin mask
  • Alpha Romea looking helm
  • Praetorian helmet
  • Darth Knight "shark"
  • Mass Effect/ Dragon Age helm
Possible one more helmet. I just need make a skin for it :D

And I'll check another one of my external HDs. I might have a back up of other things on there.

 

Quick peek at the things in action:

 

 

 

 

Prev01.jpg

 

Shot001.jpg

 

Shot002.jpg

 

 

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Prev01.jpg

I don't mind the look of that. If you are using Max, I'd advise turning on backface culling in the object properties of each mesh for renders though. Those robe/skirt bits look pretty nasty without it.

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Was that a helmet reward from a certain vendor from an older project?

 

No, it was found within one my J7 folders, it wasn't part of Scrapyard.

 

I don't mind the look of that. If you are using Max, I'd advise turning on backface culling in the object properties of each mesh for renders though. Those robe/skirt bits look pretty nasty without it.

 

Thanks for that little nugget. I always forget where that option is hiding :D

 

 

Here's a quick look at the latest helmet in action in the game:

 

 

 

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Here's a quick look at the latest helmet in action in the game:

 

 

 

 

Did you base the glowing part on a sword? It's pretty cool. 

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Any recent texture work?

 

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 ;)

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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.

 

 

Race_Pig01.th.jpg Race_Pig02.th.jpg

 

 

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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 Gammoreans, 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 disforming 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.

 

 

Race_Pig01.th.jpg Race_Pig02.th.jpg

 

 

I approve of the new stylistic direction. I always thought that Gamorreans should wear black bodysuits.

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