Commas Posted July 9, 2005 Share Posted July 9, 2005 Well, i've made some progress as far as textures for the new mandalorians go, but until i learn more about helpers, i wont be able to get screens. I especially like the new Red mandalorian helmets, they look a lot like Jaster Mereel's. I made some changes to Mandalore's helmet, specifically adding an alpha channel to make it shiny and a red visor New Mandalore edit: not quite anymore, see new pics at bottom of page 2 I'm still having one tiny problem with Helmetless Mandalore: where his pipes attatch on his back and a small triangle on the back of his left shoulder are transparent. I tried editing the alpha chanel in those spots, but no luck. Mandalore's Holes edit: fixed thanks to svösh Finally, if anyone has any information about how to add helpers to the Mandalorian models so they can wear headgear, that would be really helpful, other wise its plan B: replace them all with humans in custom made mandalorian armor. Link to comment Share on other sites More sharing options...
Maxstate Posted July 9, 2005 Share Posted July 9, 2005 His chin is hugeee lol, the armor needs some work good job! Link to comment Share on other sites More sharing options...
Mlyke Posted July 9, 2005 Share Posted July 9, 2005 WOW Thats excellent commas. it looks superb. I am not sure about the holes it might be a apperance 2da thing but im clueless in modding. I love the visor that with Darth Melignous's Mandalore skins will be excellent. good job even though its not done yet. Link to comment Share on other sites More sharing options...
Commas Posted July 9, 2005 Author Share Posted July 9, 2005 thank you very much for the kind words! as for mandalore's texture, that is my own mandalore skin. I love DM's skins, and in a way his mod was kind of an inspiration, but i made that armor custom to go with the new helmet and to match Boba Fett's mandalorian armor better (Notice the New Four Piece Chest Plate) The helmet model used in those pics is AVol's Boba Fett helmet that i reskinned for Mandalore, but before the board was reset Mono was working on a great looking mandalorian helmet as well. In addition to making Mandalore more Mandalorian looking, all the NPC's will get new helmets that match their armor as well. Link to comment Share on other sites More sharing options...
Commas Posted July 9, 2005 Author Share Posted July 9, 2005 ok, just because i'm kinda proud of how they turned out and i've been talking about them, this is what the new mandalorian NPCs will look like. Please note however that i just whipped up these in photoshop by take a screen shot of the new mandalorian armor, and then a screenshot of the matching helmets. as of right now the mandalorians can still not wear any headgear, but this is close to what i want them too look like. New Mandalorians The blue came out really well, the yellow needs just a tad of color tweaking to match the armor a bit better. The red is my personal favorite. It's based off of Jaster Mereel's helmet. I need to turn the alpha down a bit on all of them. It works on mandalore's since his is silver, but these are a tad too shiny right now. But this mod is still a ways from being completed, i just thought i'd show everyone my new textures, cause im really excited about them Link to comment Share on other sites More sharing options...
Commas Posted July 10, 2005 Author Share Posted July 10, 2005 So im trying to use T7's tutorial on adding helpers to figure out just how to do it, but as far as i can tell from tutorial the mandalorian model has all the same helpers as what the tutorial says a character needs. Could someone tell me specifically the name of the helper that governs headgear? I think if i just knew what helper i needed to be using i could figure it out from there. Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted July 10, 2005 Share Posted July 10, 2005 Very nice! I like them all, but I think the helmet is too shiny. Link to comment Share on other sites More sharing options...
T7nowhere Posted July 10, 2005 Share Posted July 10, 2005 Originally posted by i like commas Could someone tell me specifically the name of the helper that governs headgear? I think if i just knew what helper i needed to be using i could figure it out from there. I tried to send this in a PM the other day, but since everything went into oblivion and you're asking now I'll post it here. The helpers that your looking for are on the head models not the body models. The heads use 2 helpers "GoggleHook" and "MaskHook" though I suspect that only the Maskhook is used. One thing I'm wondering though is why you don't just uset he PMBH (heavy armor)models and make multiple colors for based off of the Mandalorian skin, This way the npc can also have a normal head and you can put any mask you want on them. This will however require some appearance.2da editing to change the models, but if you use Stoffe's TSL replacer it won't be a problem. Even after the appearance.2da edit you will still have to equip the masks on the Mandalorian npc's with scripts, but again that wouldn't be much of a problem. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 10, 2005 Share Posted July 10, 2005 As for that helmet I worked up, I'm going to try and redo it with less polys, that way it'll be easier to skin, and I can add on little things like the antennas and such if you want. Link to comment Share on other sites More sharing options...
Commas Posted July 11, 2005 Author Share Posted July 11, 2005 Originally posted by T7nowhere I tried to send this in a PM the other day, but since everything went into oblivion and you're asking now I'll post it here. The helpers that your looking for are on the head models not the body models. The heads use 2 helpers "GoggleHook" and "MaskHook" though I suspect that only the Maskhook is used. One thing I'm wondering though is why you don't just uset he PMBH (heavy armor)models and make multiple colors for based off of the Mandalorian skin, This way the npc can also have a normal head and you can put any mask you want on them. This will however require some appearance.2da editing to change the models, but if you use Stoffe's TSL replacer it won't be a problem. Even after the appearance.2da edit you will still have to equip the masks on the Mandalorian npc's with scripts, but again that wouldn't be much of a problem. OOOOOOH. yeah, that makes perfect sense, they would be found on the Heads huh... well, i guess its plan B then, which was your second suggestion. I was hoping to avoid 2da editing if possible, but with stoffe's patcher, i guess thats not really much of an issue now. thanks for your help. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted July 11, 2005 Share Posted July 11, 2005 All is looking very cool i like commas. Keep up the great work Link to comment Share on other sites More sharing options...
Prime Posted July 11, 2005 Share Posted July 11, 2005 Where did the helmet come from? Did you make it? It looks good. Link to comment Share on other sites More sharing options...
Commas Posted July 11, 2005 Author Share Posted July 11, 2005 sorry, thats actually AVol's Boba Fett helmet (link:http://www.pcgamemods.com/13558/ ) i have no idea at all how to model. i'm currently using it as a place holder to help me figure out what i want the textures to look like. Mono is working on a really great mandalorian helmet tho. before the board went back in time there were some pics posted. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 11, 2005 Share Posted July 11, 2005 Here, I'll repost them for now. See page 2 for current screens. I'm going to try redoing them first though, since it was the first helmet I've ever made, I made a lot of mistakes. (Like starting with an 18-sided Ngon... what was I thinking...) That way, like I said, I can skin it/apply your textures it to much easier. And less game lag. Just one question for you, should I leave the helmet like it is, just a separate piece, or should I try adding one of those neck wrap things that Mandalore has on his helmet? though I probably wouldn't get it to work well. Link to comment Share on other sites More sharing options...
Commas Posted July 11, 2005 Author Share Posted July 11, 2005 i'm not really sure what you mean by neck wrap thing, so i would just do what you feel is best. Besides, im trying to lean away from mandalore's orginal look and more towards boba fett's look. So yeah, I wouldn't worry to much about it, no need to make things extra difficult The only thing that i would add to it would be maybe an antenna like fett has, but it looks super awesome now Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 11, 2005 Share Posted July 11, 2005 Yeah, I couldn't think of a better word for it. Stormtroopers have it too. I was referring to the area of that black underlay they wear that covers the neck. Though, if you did that it'd probably work better just skinning the model's neck, rather than addnig it to the helmet. And as for the antenna, that's mainly why I'm going to try redoing it, as that'll add at least 100 polygons, and you don't want 20 some NPCs all wearing a 900 polygon helmet. The camp battle is laggy enough. You could perhaps have one with and without the antenna, the normal one being for the grunts, while people like Mandalore and Kelborn get antennas. (Kelborn is a scout after all...) It'd also help to make important characters like Kelborn look different from other red mandalorians. Link to comment Share on other sites More sharing options...
Commas Posted July 11, 2005 Author Share Posted July 11, 2005 good point, no need making things extra laggy for a little stick on the top of a helmet. And i like the idea of just giving important mandalorians antennas anyway, since i was planning on texturing their helmets slightly different already, so that will just add to the affect. thank you so much for your help on this by the way. i really apreciate it. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 11, 2005 Share Posted July 11, 2005 Not a problem, I'm happy to help. I get to learn how to model a helmet. Link to comment Share on other sites More sharing options...
Commas Posted July 12, 2005 Author Share Posted July 12, 2005 so as if i'm not making this mod complicated enough, i was thinking that mandalore's armor could use some cool mandalorian gadgets, namely a flame thrower (like the droids) and a rocket/dart launcher (like mira's) I'm not 100% sure this is possible, but i'd like them to be built directly into the armor, meaning you wouldn't need to wear a special armband (like mira does), having the armor equipid would be enough. This is just a thought i had while i was doing some research on mandalorian armor to get the textures right, thought i'd throw it out there, and see if any one thought it was possible. I'm sure it will involve some hefty scripting, but thats ok, cause this is already going to be a pretty hefty mod Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 12, 2005 Share Posted July 12, 2005 Well, modelling the flamethrower and stuff onto his wrist, dunno if it's possible. As for the dart launcher always active, you could just equip an item onto him using the baseitem for the launcher, and "lock" that spot in the equip screen. The only problem with giving him a flamethrower, is that the flame won't animate until after the character finishes the "launch" animation. To see what I mean, create a grenade and give it the property "Activate Item: Flamethrower" and remove the old property. Then go ingame, and equip your character with Mira's grenade launcher. (May need to use KSE) Then find the flamethrower in the grenades menu while in combat, and use it. Your character will perform the "launch" animation, and when they're done the flamethrower will animate. It kinda stinks lol. As for implementing the launcher stuff into the armor itself, I have an idea. You could modify the heartbeat script to constantly check if the player has the armor equipped. If they do, it equips a wrist launcher to one of their hide slots. (The invisible slots that don't show up ingame.) If they don't, it removes that item frmo the hide slot. Though, I dunno if hide slots are in K2 anymore. Link to comment Share on other sites More sharing options...
stoffe Posted July 12, 2005 Share Posted July 12, 2005 Originally posted by Mono_Giganto As for implementing the launcher stuff into the armor itself, I have an idea. You could modify the heartbeat script to constantly check if the player has the armor equipped. If they do, it equips a wrist launcher to one of their hide slots. (The invisible slots that don't show up ingame.) If they don't, it removes that item frmo the hide slot. Though, I dunno if hide slots are in K2 anymore. The problem with this AFAIK is the ActionEquipItem() script function will refuse to equip items in the wrong type of slot. As such I'm fairly certain it won't equip an item of the WristLauncher baseitem type in the Hide slot. You'd need to change the type of slot the wristlauncher baseitem type goes into, but that would cause trouble for Mira, and you'd need to move her launcher to her hide slot as well. Chances are the game only checks the forearm slots to see if a wristlauncher item is equipped anyway, though that's pure speculation. Link to comment Share on other sites More sharing options...
Commas Posted July 12, 2005 Author Share Posted July 12, 2005 Originally posted by Mono_Giganto Well, modelling the flamethrower and stuff onto his wrist, dunno if it's possible. I wouldn't worry about modelling it, mandalore has already got some gauntlets on either wrist that look enough like a rock launcher/flame thrower. As for the dart launcher always active, you could just equip an item onto him using the baseitem for the launcher, and "lock" that spot in the equip screen. The only problem with giving him a flamethrower, is that the flame won't animate until after the character finishes the "launch" animation. hmmm... you mean the "launch" animation that mira uses when you launch rockets right? i know tk102 made a flamethrower for K1, and since there was no mira and no rocket launcher he must have used a different animation. perhaps we could use whatever tk did in K1? Originally posted by stoffe -mkb- The problem with this AFAIK is the ActionEquipItem() script function will refuse to equip items in the wrong type of slot. As such I'm fairly certain it won't equip an item of the WristLauncher baseitem type in the Hide slot. You'd need to change the type of slot the wristlauncher baseitem type goes into, but that would cause trouble for Mira, and you'd need to move her launcher to her hide slot as well could you make an exact replica of the rocket launcher, but with a new base item, so that way mira's still works as normal? I don't really know how the rocket launcher works, would it be possible to just incoporate what it does directly into the uti for mandalore's armor? Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 12, 2005 Share Posted July 12, 2005 In K1, tk102's flamethrower actually used the "Activate Personal Shield" animation. And yes, I'm referring to Mira's animation when launching a rocket, though most body models also have the animation. (I sometimes give my PC the wrist launcher. ) And adding a flamethrower to the wrist launcher is definitely possible; I've done it. It's just the timing of the "launch" animation and the emission of the flame. Link to comment Share on other sites More sharing options...
stoffe Posted July 13, 2005 Share Posted July 13, 2005 Originally posted by i like commas could you make an exact replica of the rocket launcher, but with a new base item, so that way mira's still works as normal? I don't really know how the rocket launcher works, would it be possible to just incoporate what it does directly into the uti for mandalore's armor? As far as I know that would be impossible. Mira's rocketlauncher does not have any item properties on it at all. The rocket launcher functionality is tied to the Base Item type of the item. The game checks if you have an item of baseitem type 91 (Wrist Launcher) equipped, and if so it substitutes the throw animation and the spells.2da lines used for the grenades. It's not something you can add to an item, and you can't make a new baseitem type since the game wouldn't look for it. It's like with the stealth field generator belts. They don't have a "stealth" property on them either, the game just looks for the base item type in the belt slot. Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 bummer. well, i'll give it a try using the grenade method just to see the animation lag for myself, if its something that a perfectionist like me can live with than i'll just go ahead. I like the idea of mandalorians with flamethrowers. but anyway, one step at a time. i've been trying simultaniously to try to add a MaskHook helper to mandalorians in gmax or to create a mandalorian armor skin for the PMBH model, both with little luck (like i said i'm a perfectionist.) PMBH has some weird texture warping on the chest that i'm still trying to figure out. If i can't get that, then i may try turning them all into helmetless mandalores and reskinning mandalore's armor into the blue/red/yellow schemes, and trying to give it some differences from Mandalore's so his still looks different. edit: just saw stoffe's post after i posted. double bummer. but thats ok, its not a huge deal, i can just keep it a wrist item and lock the slot like mono suggested earlier. However, if i edit the rocket launcher to double as a flame thrower that would change mira's rocket laucher as well huh? if i leave the baseitem of the rocket launcher as is, but create a second rocket launcher uti that is the same base item can i add the flamethrower without it affecting miras? otherwise i will just creat a second wristband that is a flamethower only, and just use both of mandalore's wrist band slots. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.