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a few questions re: modelling


Ellderon

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I want to see if I got this right...

 

1. The only way to make "new" armors/robes is to move a few vertices on the model and change the texture...

No extruding, beveling or anything else is possible...right?

 

2. Do the above restrictions appy for helemts too?

 

3. How to add a completely new weapon class? (like blaster rifle, Ion rifle, repeating blaster and the ilk...)

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1.) I'm pretty sure you got this right, I haven't personally tried myself though.

 

2.) Helmets can be construsted from the ground up and can be placed in the game :)

 

3.) You will need to create a new baseitems.2da line, and possibly a new ammunitionstype.2da file line, depending on what you want to do. I plan to have a tutorial for making different color blaster bolts, out soon, but it could take over a week.

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I'm not sure how, to increase the number of blaster bolts fired, I haven't delved too deeply into the idea yet, but even if you can make it seem to fire an increased number of blaster bolts I'm not sure if you can modify the number of attacks per round, again I'm not an expert on this matter. However, you can alter the heavy repeater ammunitionstype.2da row to use the disruptor bolts and sounds, that I do believe is possible.

 

I'll try looking into it further after I release my gun mod, right now I'm just writing the readme.

 

Mav

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Originally posted by Ellderon

I want to see if I got this right...

 

1. The only way to make "new" armors/robes is to move a few vertices on the model and change the texture...

No extruding, beveling or anything else is possible...right?

 

2. Do the above restrictions appy for helemts too?

 

NO you can edit the model to your hearts content however a good understanding of mesh deformation and weighing the new sections and envelops is essential.

 

Granted new edges / faces / poly’s all have to be unwrapped to fit in to the texture or the Uv map will look terrible.

 

I’ve noticed recently In a few threads people saying that only Taina-replacer tool can do this and that’s not true , Chuck cracked skin mesh long ago, fallowing my example of successful skin mesh editing in the modeling section and doing much more extreme things are possible, the more extreme however the more work it is on your part. You can combine mesh from other models or make your own as long as it attached to the correct envelop , or create from scratch like seps. MC environment suit replacement is from scratch but you must always use the default bones to weigh too. With the exception of Bao’s arm I guess two animations was too much and that is why he has no robes with his arm.

 

In high-end packages like max I can copy and paste envelops weight from one model to an other, it will never be perfect unless it’s an identical model so some stuff you still have to hand tweak sometimes it all wrong and you have to hand weigh everything.

 

Taina-replacer tool is useful in editing heads by only moving verts and there uv’s , copy pasting new vert arrays to the old to avoid having to recompile and loose anims. But operations on the mesh is not possible so it is still somewhat limited.

But we have been able to move. cut, collapse, extrude, bevel attach, detach, slice, ed mesh below skin mesh for along time with Mdlops.

 

 

Full helmets are a pain in the A@@ reason why is there always has to be a characters head inside it. Take a female head with a pony tail or crazy spiked bunn on top like the new blond white fem and drop a helm on her I bet her hair clips through or bao’s big jaw or jolee’s big jaw or so of the long headed males , a forehead here a cheek on others , the only way to avoid this is by making it a bit over sized then it doesn’t look right. Sure you can align its pivot but it will still give you greef

 

Basically you just build a new mask model over the whole head , ever wonder why Orson’s Boba helm was a bit big ? And even still full helm on females or Twi'lek with pony tails of funky hair styles, or head tails sticking out top and back of your cool new creation bites. And can be very difficult to place , why does Handmaiden have such short hair …;) it ‘s all part of it

 

I hope this helps

 

svösh

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Thanks for the info..

 

I got the helmet working as it should :D

 

And I'm currently working on a new armor by modifiyng one from the game.. So far I only moved vertices around a bit..

 

So I have more questions:

 

1. The models left and right arm are two separate models.. I can only move vertices on one arm at a time... and thus I can only get it approximately mirrored

any idea how I can get both arms to match?

 

2. If I finish the armor only by moving vertex, anyone interested in UV mapping it?

 

3. Do you think I should model the armor more extensivly (wiht beveling, extrusions, weling and stuff).... I have no idea how to set the armor up after that (with weighing and envelopes), so unless I find someone to help me with it I can jsut scrap that idea...

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Originally posted by svösh

NO you can edit the model to your hearts content however a good understanding of mesh deformation and weighing the new sections and envelops is essential.

 

Granted new edges / faces / poly’s all have to be unwrapped to fit in to the texture or the Uv map will look terrible.

 

I’ve noticed recently In a few threads people saying that only Taina-replacer tool can do this and that’s not true , Chuck cracked skin mesh long ago, fallowing my example of successful skin mesh editing in the modeling section and doing much more extreme things are possible, the more extreme however the more work it is on your part. You can combine mesh from other models or make your own as long as it attached to the correct envelop , or create from scratch like seps. MC environment suit replacement is from scratch but you must always use the default bones to weigh too. With the exception of Bao’s arm I guess two animations was too much and that is why he has no robes with his arm.

 

In high-end packages like max I can copy and paste envelops weight from one model to an other, it will never be perfect unless it’s an identical model so some stuff you still have to hand tweak sometimes it all wrong and you have to hand weigh everything.

 

Taina-replacer tool is useful in editing heads by only moving verts and there uv’s , copy pasting new vert arrays to the old to avoid having to recompile and loose anims. But operations on the mesh is not possible so it is still somewhat limited.

But we have been able to move. cut, collapse, extrude, bevel attach, detach, slice, ed mesh below skin mesh for along time with Mdlops.

 

 

 

svösh

 

Then that means that, by taking a robe/armor/clothing from Kotor, we can edit it at will and still but it into the game correctly??? That means that theoretically (sp??) we can make Revan's robe to work correctly in game... right?

 

I must confess I'm still pretty flying dark on this matter, so Svosh, if you could find a wee bit of time, I believe that most modellers would appreciate a good tutorial regarding this... and the animation part too!!

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As Svosh stated, you can make helmets from scratch, but you will have serious clipping problems...

 

I dunno about nº3

 

My problem is the cape waving around when the character moves, so that's something you don't have to worry about in an armor...

 

And Trash, its nice to have a familiar guy around! I'd fire the welcoming beam anyday!! :D

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