darthviper107 Posted June 1, 2004 Share Posted June 1, 2004 Well, the modeling is done, but the bone setup I'm using is screwed up so it's completely wrong when I bring it in-game. Unfortunately, I can't use the better JKA bones setup since 3ds Max 5 is having authorization difficulties, and I'm stuck with Max 4. So, if anyone with a better JKA bones structure who could weight it for me, that would be great, that's all I need done because I can do the rest of it. Of course I would give them credit in the readme. BTW, I took this model out of KOTOR and set it up and everything so that it would work with JKA (It's not as easy as you think). It has all of the caps and everything accept for bones and tags. Here's a pic: Link to comment Share on other sites More sharing options...
ObiKast Posted June 1, 2004 Share Posted June 1, 2004 Looks very good! it looks perfect. I hope sameone can put it into the JA, by the way, Viper you could extract the Darth Revan from Kotor? Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 1, 2004 Share Posted June 1, 2004 When I saw it, I knew it's directly for KOTOR, no one can do THAT accurate job. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 1, 2004 Author Share Posted June 1, 2004 Yeah I could get Darth Revan also. I still need someone to weight the Bastila though. Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 1, 2004 Share Posted June 1, 2004 There are planty of modelers here, I'm sure you'll find someone Link to comment Share on other sites More sharing options...
darthviper107 Posted June 1, 2004 Author Share Posted June 1, 2004 I sure hope so Link to comment Share on other sites More sharing options...
ObiKast Posted June 1, 2004 Share Posted June 1, 2004 Indeed. Viper, one thing, you should email lucasarts asking for the premission to convert it to JA. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 1, 2004 Author Share Posted June 1, 2004 I was going to give them credit in the readme, but I guess I should also get permission. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 1, 2004 Share Posted June 1, 2004 You can use 3d max 4 to weight that model for JA, that's what i used up until recently (now using max 5). You should be able to use this modified skeleton with max 4: http://www3.sympatico.ca/psykopat/tools/JK3Skeleton.zip Link to comment Share on other sites More sharing options...
darthviper107 Posted June 1, 2004 Author Share Posted June 1, 2004 I've been trying to use that skeleton but for some reason everything is screwed up, the feet go past each other and the hands extend much longer than they are. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 2, 2004 Share Posted June 2, 2004 Then use the JO skeleton and modifiy it. Here's a quick FAQ i wrote. Link to comment Share on other sites More sharing options...
Miko Reglia Posted June 2, 2004 Share Posted June 2, 2004 Wow that is very very awsome! Hopefully we can see some more converted models from KotOR into JKA. Link to comment Share on other sites More sharing options...
Amidala from Chop Shop Posted June 2, 2004 Share Posted June 2, 2004 Looks great, it would be wonderful if you could make make the belt, skirt, and front-hanging thingee surfaces that could be turned off. It would make it easier to make costume variations. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 2, 2004 Author Share Posted June 2, 2004 I don't need anyone to weight it anymore, I had moved the model and the skeleton down because I thought it would be floating above the surface so everything was screwed up , but now it's fixed and looks great in-game. I'll put up picks once I've fixed the caps though. Link to comment Share on other sites More sharing options...
Crowy Posted June 2, 2004 Share Posted June 2, 2004 awesome stuff that, cant wait to see her in game! Link to comment Share on other sites More sharing options...
darthviper107 Posted June 2, 2004 Author Share Posted June 2, 2004 Wait no longer: All I have to do now is fix the caps, again, and then do the icons. Hopefully, Bioware will reply soon in regard to permission. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 2, 2004 Share Posted June 2, 2004 Nice, and dont forget to use a shader to double-side her tunic. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 2, 2004 Author Share Posted June 2, 2004 It doesn't need to be, the model has polys on both sides. Except for the main body, of course, that would make the poly count enormous. Link to comment Share on other sites More sharing options...
Archonon Posted June 2, 2004 Share Posted June 2, 2004 Hey Darthviper that looks really good. For permission I believe you need to contact Lucasarts not Bioware since LA is the license holder and publisher; considering their stance on modding KotOR though I would not expect a positive response since this is a model extracted from the game, if they have the time to respond at all. Bioware will most likely tell you either no or to contact Lucasarts but I think you get my point. I do hope you can release her though, I love Bastila and she makes an excellent JKA model, it would be awesome if they let you. I'll definately keep an eye open for her. Link to comment Share on other sites More sharing options...
keshire Posted June 2, 2004 Share Posted June 2, 2004 With JKA there are two tail bones that look to be originally meant for the twi'lek head tails. It may be a good idea to at least try weighting robes fabrics and other things that hang off the body to those bones. Animation-wise they move along with the femurs but not exactly. I'd try a 25% weighting between them and the rest of the weights spilt between the hips and femurs myself. Either way nice job bringing it over. And may I recommend adding some holster tags so it'd be nice and compatible with OJP? The three saber tags would be sufficient. Link to comment Share on other sites More sharing options...
ObiKast Posted June 2, 2004 Share Posted June 2, 2004 Soo cool. ^_^ Good job Viper. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 2, 2004 Author Share Posted June 2, 2004 I can't check my email right now, so I have to wait until I get home. I have the flaps on the front and back of the hips weighted to the pelvis, but that just because I wanted to get it in-game quick. I want to make the face have animations, mouth, eyes etc. But I'm not sure if her face is in the right position so it might not work. I'll put in the tags so that it will be compatible with the OJP code. I sent the email to Bioware because they did like all of the work so hopefully they have replied. Other than that it is ready, I have the botfiles, skins and sounds. So we will see when I get home today. Link to comment Share on other sites More sharing options...
Samuel Dravis Posted June 2, 2004 Share Posted June 2, 2004 Looks very nice. I can't wait. Link to comment Share on other sites More sharing options...
ronbrothers Posted June 3, 2004 Share Posted June 3, 2004 That is absolutely perfect! I can't believe I've missed this thread up until now. Link to comment Share on other sites More sharing options...
darthviper107 Posted June 3, 2004 Author Share Posted June 3, 2004 Here is a final pic, all of the weighting problems are fixed and there are the team colors and shaders, also it has bot support and NPC support. Now I'm just waiting for permission from either Lucasarts or Bioware(I emailed both). Link to comment Share on other sites More sharing options...
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