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Everything posted by Quanon
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Don't worry about time, you got plently, I first need to get my models done. And you know these suck up time. The main idea is to have about 3 to 4 clubs, I'm thinking of a sort tech noir theme => punky, gothic and neon looks, a up town "rich" people theme => fancy classic stuff 80's yuppies in SW. The other 1 or 2 would be "generale", unless you think up something nice
I'm also planning to add in a group of street racers with pimped speeders, side skirts, insane spoilers
So it's a really diverce bunch of folks I need
Just need to figure out a nice story line, a lowlife dealer, needs to settle a grudge with another gang, pay of a debt... all kind of crazyness, that'll lead you around the place.
Anyway, just ponder about it, take all the time you need
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Ah, interesting
Mostly, I had this sort of mess with copied objects, like crates and things. So yeah cloned
I believe it helps, when you cloned the objects, to Convert them to Mesh, make sure the Pivotpoint is centered. Then resestxform.
Else I suggest this, not really sure if that really helps: Pick your object, go to the pivotpoint. Center to object and then, with Pivotpoint still active, Resetxform.
If your object was rotated and all, that should put the pivotpoint straight again, but the mesh itself will still be turned. IIRC, this helped me with object facing the wrong way in the game.
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Oh, boy... I"ve had that before. Honestly I can't really remember what my fault was.
Though, IIRC, it's the reason I do the PivotPoint => Center of Object. Then Resetxform.
If you for example rotated an object, then restxform it, it can go whack. Pffff, I can't be of more help really
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Dear, Mr. Redrob.
How would you feel about a nightlife mod. Pondering about your nice skins, mainly the most delicious twi'leks: I wondered, what if a mod was to show the most dark underbelly of SW nightlife. Think of Trainspotting, a nudge of GTA and just pure "fun" added to it.
But ofcourse with the look of SW.
Why this crazy idea? Well, just about 2 hours ago, I started to model a nightclub. Just like that out of the blue, then it hit me, a few nightclubs, a storage cargo hall and a street might be what I need for a fun and light mod.
No heavy thinking on dire situations as a Jedi. None of that, purely an insane night out with the lowlifes and hot chicks
So at last here comes the question: these areas need nice filling of NPCs and what not.
Saddly none of the kotor contains, dresses and outfits to match this nightlife, would you be up to the task? To design nice proper dressing for this scene?
~Q
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Hahaha, nice to hear it turns out okay in the game now. Well almost okay
Well to fix the texture stretching, import back in the ASCII, you got from the export.
You'll have to re-add the textures and such. Unlink the meshes that are "broken", then re apply a UVW map, resetxform the thing. Link it all back to the Aurorabase and have another export and test run in the game.
It mostly works out OK for me.
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Oh, found something else, that might "save" your model: for that low, euh strip along the walls. Is by adding in extra verts and connecting them, just like the stuff from my previous message: So in editable poly, select by edge, look for Insert Vertex (1); click along to add in extra verts. Then scroll down for CREATE (2) and connect your new made verts with the older ones:
Did the same for those round corners at the end/ entrance to the round room.
Now these last dudes, could have been the cause of trouble, though, its still iffy.
Other then a few smallish clean up issues, I couldn't find anything that was wrong.
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Also, connect these loose verts with the others of the walls. They're a bit floating about. Again, I don't see them as a major crash causing. But it's safer.
To easely connect them, in Editable Poly, pick select by edge, scroll down in the options. Look for CREATE. Hit that, then hop from one vert to the other. And voila a new edge!
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Yeah, at the entrance of your cylinder room. Where it the hallway connects.
If look at your second render picture, you see that the render engine kind of makes a mistake there. A sharp triangle looking shadow.
At that spot, both left and right, you have some floating vertices. I would connect those.
EDIT: In editable poly; go to select by edge, then scroll down in the options, find the button CREATE.
With that you can make new edges between Vertices.
Just click from one vert to the other.
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Just the floor. I've had bad experiences with walled walkmeshes.
It caused a ton of problems for me, then again, it didn't seem such a hassle for SS.
Go figure
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Oh, I have no idea when Magnus will get it done.
Though, you still need the originale NWmax.
Mag, only adjusted the export script, not the whole plugin
So I would download it.
If you want, I can PM you this new "beta" version. With the updated script file.
But be warned, keep the old script file. There's a small bug in the one Magnus made; mainly about exporting out walkmeshes.
So at the moment you need to switch around files.
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Wow, that would take some fiddling about. Khrizby had a thread about transplanting models on to other skeletons. Though, he was placing full models, like Nihilus onto regular player animations. So it stays one Mesh.
Hmm, still, attaching the head to the body mesh, would make it one. It would then take a long buggy session of rigging the thing.
Anyway, I don't see the merging of head & body, then rigging it as the major problem. It's that the game might have a fixed list of models... I'm not sure, if you CAN add a new model. Unless you plan on replacing an unused model?