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redrob41

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Everything posted by redrob41

  1. it was fps. The story pacing seems ok, except for the spellng & grammar (but you already know this).

  2. I had a couple issues with slow down, but that may be my computer. I got to the "door of black" ok :lol:

     

    I'll post more in the team member social group. That way, we can all see, and we won't have to report the exact same things in detail. If we see that someone else described a problem, we just have to second it.

  3. started looking at it tonight. So, how should I report my findings when I'm done? PM or pubic RoR thread?

  4. yeah, that is the only problem with this method; it requires honesty on the part of the user. I figure that most people who play will want the immersion to be true, so they would pick the correct species for who they are playing as. Of course, there are those who would have fun by looking human and telling the computer that they're a Wookiee, but that would be their problem if the experience wasn't immersive enough. Of course, there's also those who simply don't know the difference between species, they might pick the wrong one by mistake.

     

    If someone could come up with a script that recognizes the appearance name or line of the appearance.2da file, that might work, but I'm not good with scripts. The ones I used for my species mod, I had to ask for help. If you start a thread for that, I really hope that someone has an answer.

  5. hey, I had a thought about the mod, but it got really big, so I posted it in the thread. Readers seemed to be getting antsy without any updates :lol:. Let me know what you think about the idea.

  6. I only know about bones from one of the tutorials about merging models, and the warning in it (can't find it ATM). I'm still shooting in the dark with them anyway. The only reason I can think of to change the bones, is so that I'm going to have to scale the whole mesh to be smaller for the female scoundrel. If I leave the bones as they are for the male tusken, they won't be inside the mesh anymore. I don't know how that will affect the animations, but it would definately give her the wrong shadow.

     

    I'll be busy this week & weekend (family coming to visit), so I might not get any work done on 'em for a while. I don't know about the hood on the back. If we want a long robe with a hood, that's basically the PMBJ (Star Forge robe) model. The only difference is the "skirt" doesn't open up.

  7. I saw your post in the RoR thread. This is just a friendly reminder that you don't need to quote the whole post (I think that moderators crack down on that). Instead, you can click the "reply to this thread" button in the lower left corner (below the page number links). It just takes up too much space if you quote the whole thing like that.

     

    The other option is to delete all the quote before submiting the reply.

     

    Anyway, I hope you keep posting. Opinions are always welcome :)

  8. yeah, I'm gonna take a shot at making female versions too. I don't know how well it'll work, because of the bones. I'm not sure if I should move or scale the bones, because (I'm guessing) it might affect their rotation or the animations.

  9. hey, I was looking at that Tusken model that you fixed animations on. I tried to open it with gmax (after making an ascii with mdlops), but I got an error, and it wouldn't open. I was going to try changing the neck & uvw map, but instead I had to work on an older (pre-animation fix) model. Can you think of any reason it wouldn't re-compile an ascii?

     

    Should I make all the Small, Medium, Large Male & Female models first, then send them all to you to fix the animations?

  10. Another option I played around with this weekend, was to try merging the long "skirt" of the tusken with the standard K1 Jedi robe model. The model itself looks good, but I haven't had success in compiling it so it would work in-game. If I can get it to work, this might be a better solution, because then each of the SML M&F models are already the correct size, and only the skirt needs to be added. It might require rigging though.

  11. hey, I tried to check out the tusken/robe model, but I couldn't open the ascii file in gmax. So, either I'd need to edit it first then Dak could get it animated properly, or it would be completely up to Dak to re-model it, and edit the uvw map.

     

    I played around with my own old headless tusken, and made the model's neck look more human, and played with the uvw map & texture. It isn't animated properly, but it could be fixed the same way, I guess. I'd probably want to make large, medium & small versions of both male & female. Then they could all be animation fixed at the same time.

  12. thanks :D maybe this time I won't mess it up :xp:

  13. The problem with the Miraluka males is easy to fix. The textures are already in the files, but the 2da entries are wrong. They use the same textures as the Asian, Brown & Caucasian males. I'll set up a mini TSLPatcher for it.

  14. I got the download :thumbsup:. I'll check it out this week.

  15. so, for any little fix that I need to do (like the male Miraluka that don't have underwear skins), should I make a small TSLPatcher set up to JUST make the changes of those few files? Or should I make a set up for the complete install? Or should I do both?

  16. I just wanted to make sure that my instructions were clear enough. Actions can be a great time saver when they work right :D

  17. did you change the holonet news girl's uti to the new appearance? On the last beta you sent, she was still wearing the miner's uniform.

  18. so how are the PS actions going? Do they run easily enough?

     

    I got the robe e-mail, and I'll try and play with it this weekend.

  19. AutoCAD huh? I guess it depends on what you need to do with it. The simple stuff is fairly easy to learn, but there are a lot of advanced techniques & commands too. Autodesk has certification courses for CAD, so there can be a lot to it. I'd say it compares to learning Photoshop or 3DS Max or Maya; if you can learn how to use the easier parts of those, you'll be able to learn the easier parts of ACAD. Mastering any of those takes a long time though.

  20. I can still use my old computer for beta testing. Now that I don't have to worry about screwing up my TSL ('cause now I can re-install if I need to), I can have at it :D.

     

    I'm still going to slightly tweek the Master robes textures, but it isn't much. Next, I was going to try working on some high difficulty modelling & merging. With the advances that have been made in the Holowan community lately, I was going to try making new head & body for Bastila. I gave it a shot earlier this year, but hit a roadblock. I need to learn more about bones & rigging (hence my night class). Now that I've got most of the characters done by the deadline, I can take more time to learn on this model. I also want to re-do the final boss head (it needs more model detail), so I need to use miro42's method.

  21. hey, I got my new copy of TSL in the mail. I haven't installed it, because I'll wait until I buy a new computer. I'm saving up for a new G7 iMac 27". Hopefully by November.

  22. If you send me Dak's new and improved sand person, I can tweak the uvw map. I'd make it so that there will be more space for the long robe (skirt), and so it isn't mirrored. That way, we'd be able to make textures with better borders/edges/hems etc. I'd also tweak the collar (right now it is set wide for a Sand Person) so that it is narrower to the neck.

     

    Other things that would need to be done, are to make small, medium, large models for both male & female.

  23. BTW, in that e-mail I sent you, I tweaked the collars & backs of DD's armoured robes, so they'd match the new model.

  24. I sent you an e-mail with updated robe textures.

  25. I sent you a big ol' e-mail. With robes :D

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