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Darth DeadMan

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Everything posted by Darth DeadMan

  1. I was thinking about such thing myself, but never tried attaching hood on/off animations to other model.

    My hooded model is almost done (still need to tweak size and some minor details), but I won't be at home till the end of week, and I've just got my copy of ME3, so I don't know when I'll continue my work on it.

  2. I'm planning to continue my work on hooded models after I finish some other projects I'm currently working on. Don't know when it happen, new job takes almost all my time.

  3. Never noticed the sound glitch, but I never made a full-scale test.

    Anakin head... well, I've been working on it recently, but so far no luck - flexmeshed getting screwed when I convert it to binary. But I still have some ideas, just not enough free time to test them all. And I'm a bit tired of him ;)

  4. Did you received my e-mail?

  5. Sure, send me the scene when it's finished.

    My e-mail: deadman86@list.ru

  6. Maybe I'm a bit stupid today, but why should we replace an existing sword model? We'll add new one. Most of vibro/long sword model numbers are not used in other mods.

     

    I't your choice on how many models should be in the mod. Just tell me which field colors you like, and I'll make them.

  7. Looks like I misunderstand you ;).

    Adding force-field anim to the blade will be quite easy, I've done that before. So, when the model is finished I'll gladly help you on this.

    It will be also possible to make some models with different field color.

  8. It's impossible to attach combat animation to a specific weapon model.

    The type of animation which character should use for that weapon is hardcoded in baseitems. The only thing I can do is to switch animations for all one-handed swords (including sabers).

     

    It's also possible that some changes to baseitems.2da may do the trick, but I've never tried it. I'll take a look and let you know.

  9. Don't worry, hilts are not my specialization. At least, they weren't :)

  10. BTW, slightly improved models (fixed some minor clipping issuises on female model and optimized them) are included in v1.5 (available at deadlystream)

  11. Hooded robes is a great idea, but at this point I was unable to make them look good enought. There are a lot of clipping issuises with most of female and some heads, and if I make a larger hood it looks too big. I'm still have some ideas how to fix this, but was unable to test them (RL stuff takes almost all my free time).

  12. I've sent you a gmax scene. Sorry it took so long, I wasn't here for some time.

  13. Hello, sir!

    You may be free to use my jedi robe models in your mods.

    BTW, I almost finished a new version of this mod, I suppose I'll make a release in about a week.

  14. I usually copying an exiting string, and the applying my changes to it.

    Or using TSL Patcher (editing changes.ini isn't a problem, if you use 'replace text' function in notepad).

    Anyway, I'm sending you my models again, at this time with TSL Patcher, which will add strings to appearance.2da, heads.2da, and will apply disguise to *.uti.

    Item names for giveitem cheat are: dm_jango, dm_boba, dm_kelborn.

    All you need to do now - make cool item descriptions (and maybe change names) and find a place in game, where we will store them.

  15. Why don't create a new *.uti files? Take one from your mod, rename, change tag, add a disguise property (but first add new lines to appearance.2da).

  16. Check your mail, I've send you some models for testing.

  17. Sorry I didn't replied for long, I have some problems with Internet connection.

    I think we should simply add a new container, where they will be stored. Or, maybe, add a custom hostile mandalorian NPCs to some locations, and give armors to them. I'll think more about it later.

    Btw, give me your e-mail, so I could send you models for testing (I don't have K1 :( )

  18. Animations will not be a problem. They all are stored in supermodels, which I didn't edited. And PMBH model skeleton is same in K1 and TSL; so it shouldn't take much time to convert them.

  19. Animations is not really a problem - for most of the armors they all stored in supermodels, which I did not edited. And TSL supermodels are based on original K1 (Obsidian simply added bones for jedi robes). So it will take about 5-6 mouse clicks to convert my armors ;)

  20. Like I already said at KotorFiles you made a great mod. But didn't you ever thought about converting some of my TSL armors? Maybe, add them as an easter egg? If you will ever want to to this, I will gladly help to convert models.

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