knitewingtherevanchist 2 Posted March 10, 2018 Can someone please make mods for clone wars or rebels characters I see alot of amazing mods all over the internet but I still haven't seen any kotor mods for characters like Ahsoka (Rebels or Clone wars era) Kanan Jarus, Obi-Wan, Ezra Bridger, Sabine Wren not even Mace Windu 1 Quote Share this post Link to post Share on other sites
Domino5555 119 Posted March 11, 2018 Yeah, there needs to be more TV based mods. Quote Share this post Link to post Share on other sites
Guest Posted March 11, 2018 I think it's personally a waste of time to put characters from other eras into KOTOR/TSL but, you do you. Quote Share this post Link to post Share on other sites
knitewingtherevanchist 2 Posted March 11, 2018 I think it's personally a waste of time to put characters from other eras into KOTOR/TSL but, you do you. It's also a waste of time to mod and play as other PC models in the game but it's still cool and fun to do. playing as revans head from swtor is no different than playing as the PC models from the regular game but it still something different which makes it fun. Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted March 11, 2018 Here's at least something you can look at until someone decides to work on your request. KOTOR 1: Republic Clone Troopers Imperial Stormtroopers KOTOR 2:Mace Windu head Republic Clone Troopers Imperial Stormtrooper Kenobi (Episode III)-Inspired Head TSL 1.0 Quote Share this post Link to post Share on other sites
knitewingtherevanchist 2 Posted March 11, 2018 Here's at least something you can look at until someone decides to work on your request. KOTOR 1: Republic Clone Troopers Imperial Stormtroopers KOTOR 2: Mace Windu head Republic Clone Troopers Imperial Stormtrooper Kenobi (Episode III)-Inspired Head TSL 1.0 Thank ya kindly Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted March 11, 2018 With various robe mods like Prequel Robe Replacement and Movie-Style Jedi Master Robes, you could make the likes of Mace Windu, Obi-Wan, or Anakin relatively easily. There's also Deadman's Anakin head, which I touched up a little. There are various prequel sabers available, notably the ones by oldflash. There are a few clone trooper mods around, but the best one is probably the Clone Wars Armor Pack for K1 and TSL. With the Movie Mandalorians mod you could make a Jango Fett. I made Sabine's helmet and blasters for someone years ago over on LucasForums, but never textured them. If someone else wants to finish them off, here are the files. They are free to use them as long as they credit the source. 4 Quote Share this post Link to post Share on other sites
knitewingtherevanchist 2 Posted March 11, 2018 Thanks can't wait to see what someone does with it Quote Share this post Link to post Share on other sites
Domino5555 119 Posted March 11, 2018 The Clone Wars and Rebels really needs more attention, I agree, in terms of mods. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted March 11, 2018 It might help folks to reskin the items by providing some good pictures of the items as they appear in Rebels. Might someone be willing to do that to kick-start the effort? Quote Share this post Link to post Share on other sites
Domino5555 119 Posted March 11, 2018 I believe so. Here are the ones for her blasters: https://farm4.staticflickr.com/3837/14670999578_0a05a9afd2_o.png The main problem will be the fact that she has at least one armor color change per season. Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted March 11, 2018 The main problem will be the fact that she has at least one armor color change per season. The pistol picture will be helpful so thanks for that. For the helmet, why not show a set of pictures that shows the most sides of one particular helmet? That should narrow down the field. Quote Share this post Link to post Share on other sites
Domino5555 119 Posted March 11, 2018 Here's one. http://www.themandalorianarsenal.com/images/customerPhotos/SalPerales.JPG Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted March 11, 2018 That should be enough pictures until some skinners come forward to ask for more information, if needed. Thanks again. Quote Share this post Link to post Share on other sites
Domino5555 119 Posted March 11, 2018 No problem. Quote Share this post Link to post Share on other sites
Effix 534 Posted March 11, 2018 I'll look into it/experiment with it, no promises. I've never started with only these wireframe like textures, for some parts it's hard to tell which parts of the model uses which parts of the texture. Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted March 12, 2018 If you re-download the archive, I have added a quick AO bake which you can overlay on top of the diffuse to give you some depth. That should also give you something to work with. Note that the helmet texture is "upside down" relatively speaking, so you may find it easier when working to rotate it 180 degrees (just don't forget to rotate it back before exporting). You'd be best off using something like GMax or the Model Viewer to preview your texture as you go, if you are working directly in something like PS or Gimp. I also recompiled the models with MDLEdit and included them as an additional extra, so that should hopefully prevent any UV mangling like ye olde MDLOps was want to do. Although I didn't check them in-game. While I was at it, I dug through some old folders and found some reference images I compiled back when I made the models. Here they are for anyone that may need them - https://www.darthparametric.com/files/kotor/misc/Rebels_Sabine_Wren_Reference_Pics.7z Quote Share this post Link to post Share on other sites
Effix 534 Posted March 12, 2018 I get this instead:The blasters are fine though. I don't understand what you mean with the rotating, I tried rotating the texture 180 but that didn't fix things. What am I doing wrong? Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted March 12, 2018 I don't understand what you mean with the rotating I mean that if you are looking at the texture in an image editor, the helmet portion will be upside down because that is the way I laid it out: Thus I suggested it may be easier to paint the texture if you temporarily rotated it. I get this instead That mesh has been completely flipped. Are you using Blender or something? Whatever you're looking at it in has mangled the import. Quote Share this post Link to post Share on other sites
Malkior 476 Posted March 12, 2018 If you re-download the archive, I have added a quick AO bake which you can overlay on top of the diffuse to give you some depth. That should also give you something to work with. Note that the helmet texture is "upside down" relatively speaking, so you may find it easier when working to rotate it 180 degrees (just don't forget to rotate it back before exporting). You'd be best off using something like GMax or the Model Viewer to preview your texture as you go, if you are working directly in something like PS or Gimp. I also recompiled the models with MDLEdit and included them as an additional extra, so that should hopefully prevent any UV mangling like ye olde MDLOps was want to do. Although I didn't check them in-game. While I was at it, I dug through some old folders and found some reference images I compiled back when I made the models. Here they are for anyone that may need them - https://www.darthparametric.com/files/kotor/misc/Rebels_Sabine_Wren_Reference_Pics.7z I wasn't aware that Odyssey supported Ambient Occlusion.. Does the implementation work similarly to TXIs? Also, I notice that the UVW seems to be missing some parts of the model (particularly the top rear of the helmet) Is this fixed in the updated model? Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted March 12, 2018 I wasn't aware that Odyssey supported Ambient Occlusion. It doesn't. As I said, it's intended to be used as an overlay over the diffuse. Also, I notice that the UVW seems to be missing some parts of the model (particularly the top rear of the helmet) Is this fixed in the updated model? Yeah that was ye olde MDLOps failing to deal with unbroken UV edges. It should indeed be fixed in the MDLEdit compiled versions. Quote Share this post Link to post Share on other sites
Effix 534 Posted March 12, 2018 I mean that if you are looking at the texture in an image editor, the helmet portion will be upside down because that is the way I laid it out: Thus I suggested it may be easier to paint the texture if you temporarily rotated it. That mesh has been completely flipped. Are you using Blender or something? Whatever you're looking at it in has mangled the import. Another image is included in the download, with a different layout for the helmet: Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted March 12, 2018 Ah, apologies. That must have been the original map that never got updated. I've swapped in the new one, try re-downloading. Your model is still screwy though. You can see in your pic that the viewfinder is on the opposite side to what it should be. Quote Share this post Link to post Share on other sites
Effix 534 Posted March 12, 2018 Thanks.Yeah, the Model Viewer mirrors things. I can live with it, most things are symmetrical anyway. Edit: I re-downloaded, but I don't see a change. Quote Share this post Link to post Share on other sites
Malkior 476 Posted March 13, 2018 So the new download isn't in ASCII. Is the newest MDLEdit the way to convert it, or should I use a different utility? Quote Share this post Link to post Share on other sites