L0rdReV@n88 Posted December 12, 2005 Share Posted December 12, 2005 ive started doing a Darth Maul set it will include a playable head, custom robes, and hopefully a lightsaber from oldFlashes movie saber set. now what im asking is for headgear that when you put it on it gives you his horns[/img] something like that okay hopefully theres someone out there that can help me. Link to comment Share on other sites More sharing options...
oldflash Posted December 13, 2005 Share Posted December 13, 2005 That's a verry good idea and easy to make since are only few horns and because headgears does not have animations (like lightsabers) make's to be easy to compile (no replace request and you can use how many meshes and textures you want). So, all you have to do is to start gmax or 3dmax and you yill get help when you get problems. Easy way is to get those from other modders but belive-me it's better when you make your own models. You haven't say for what KOTOR you want that model but I belive to be for K1. Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 13, 2005 Author Share Posted December 13, 2005 oh sorry right now i only have kotor 1 but for christmas im getting number 2 i cant wait and thanks for everything oldflash Link to comment Share on other sites More sharing options...
oldflash Posted December 14, 2005 Share Posted December 14, 2005 I have forgot about what forum is this... I could make horns for you but I will need texture and the name for head model. Texture could be in jpeg format. If you want to make model by yourself I could guide you but you should ask to moving this thread to "Holowan Laboratories" where you will get more help from other modders. To make horns is verry easy. Just start 3dmax or gmax, make one cylinder, apply on this non-uniformly scale (on y axix) (http://q-net.netfirms.com/x/01.html), taper and bend (http://q-net.netfirms.com/x/02.html). One cylinder with 8 sides and 3 Height segments should be good enought for start. When you are happy about horn shape convert to editable mesh (http://q-net.netfirms.com/x/03.html). A little optimize: On modify panel select polygon, select side faces, go to edit menu and select invert to get selection of initial cylinder caps and delete those (http://q-net.netfirms.com/x/04.html and http://q-net.netfirms.com/x/05.html).Go to vertex modif, select top model and weld verticles (http://q-net.netfirms.com/x/06.html). Ok, you have a horn. Save model file. I will come back later with more details. Link to comment Share on other sites More sharing options...
Nodakrattler Posted December 14, 2005 Share Posted December 14, 2005 Have you tried this mod? http://www.pcgamemods.com/mod/15179.html Link to comment Share on other sites More sharing options...
oldflash Posted December 14, 2005 Share Posted December 14, 2005 Have you tried this mod? http://www.pcgamemods.com/mod/15179.html This request is for KOTOR 1. Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 14, 2005 Author Share Posted December 14, 2005 thanks everyone ill try it but im might still need some help maybe instead of a cylinder or cone make it more sword edge like the pic is Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 14, 2005 Author Share Posted December 14, 2005 I have forgot about what forum is this... I could make horns for you but I will need texture and the name for head model. Texture could be in jpeg format. If you want to make model by yourself I could guide you but you should ask to moving this thread to "Holowan Laboratories" where you will get more help from other modders. To make horns is verry easy. Just start 3dmax or gmax, make one cylinder, apply on this non-uniformly scale (on y axix) (http://q-net.netfirms.com/x/01.html), taper and bend (http://q-net.netfirms.com/x/02.html). One cylinder with 8 sides and 3 Height segments should be good enought for start. When you are happy about horn shape convert to editable mesh (http://q-net.netfirms.com/x/03.html). A little optimize: On modify panel select polygon, select side faces, go to edit menu and select invert to get selection of initial cylinder caps and delete those (http://q-net.netfirms.com/x/04.html and http://q-net.netfirms.com/x/05.html).Go to vertex modif, select top model and weld verticles (http://q-net.netfirms.com/x/06.html). Ok, you have a horn. Save model file. I will come back later with more details. the head i used as the base is the black bald male. right now it just takes over that head how would i make it a completely new head. its like PMBH03 or something like that would i just change it to example PMBH05 or something to make it a new head Link to comment Share on other sites More sharing options...
oldflash Posted December 14, 2005 Share Posted December 14, 2005 Convert final texture head into jpeg, post in imageshak.com and I will make horns for you. I need texture for horns positions. Link to comment Share on other sites More sharing options...
Nodakrattler Posted December 15, 2005 Share Posted December 15, 2005 This request is for KOTOR 1. Oops. Didn't read everything just kind of scanned it. Sorry about that. Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 15, 2005 Author Share Posted December 15, 2005 okay oldflash i tried it last night it didnt turn out to good how do i set up the texture for the horns im not to sure and the horn pics are great thats exactly what i was looking for Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 16, 2005 Author Share Posted December 16, 2005 oh sorry flash i didnt relize what yopu were asking for can i put it on photobucket i wont be able to post it till monday probably because at home i dont have internet i do this at school but i forgot to put it on my flashdrive sorry Link to comment Share on other sites More sharing options...
oldflash Posted December 16, 2005 Share Posted December 16, 2005 Monday will be great. Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 19, 2005 Author Share Posted December 19, 2005 heres is the head texture for my Maul head i hope this is all you need remember i used the bald black male for the modelmaul head Link to comment Share on other sites More sharing options...
oldflash Posted December 20, 2005 Share Posted December 20, 2005 Copy pmhb03.tga in override dir. and start a new game with that character. Cheat the game to give you g_i_mask01. Equipp that. Play game and save right after Carth contact you on comlink. Use Trask to get some close screenshots of pc head with mask equipped. Game over! Time to work Ok. We have one horn. Load-it in Gmax. Start KT and extract ascii model of pmhb03.mdl http://q-net.netfirms.com/y/01.html In location wher you extract head model overwrite default pmhb03.tga with yours custom texture and in Gmax import ascii model http://q-net.netfirms.com/y/02.html You should have something like this http://q-net.netfirms.com/y/03.html Let's make some cleaning job. Select all objects except for horn (which in my pictures is called cylinder01), eyes and head(http://q-net.netfirms.com/y/04.html). Delete all selected. Multiply horn and move/uniform resize/rotate until you get the right positions for horns. http://q-net.netfirms.com/y/5.html http://q-net.netfirms.com/y/6.html http://q-net.netfirms.com/y/7.html Select head and eyes and hide selected. Select one horn on modify panel and attach all horns to this one. Map with a new texture (im my job was horns1.tga) in same way as lightsabers (go check tutorials for that). After mapping unhide all objects. Now you need ascii version of mask_01 model. Use KT to get this one. http://q-net.netfirms.com/y/8.html Import mask's ascii model. http://q-net.netfirms.com/y/9.html Important DO NOT MOVE/ROTATE/RESIZE ANY OBJECT EXCEPT HEAD EYES AND HORNS!!! (which is good to be grouped for easy manipulation) http://q-net.netfirms.com/y/10.html Move head and horns (which I hope to be grouped) until you get same position of mask as it was in game. For this is good to have a look in game screenshots. http://q-net.netfirms.com/y/11.html http://q-net.netfirms.com/y/12.html When you got good position ungroup head/eyes/horns. Select that green frame (part of mask_01 model) and break link. I don't know how to say what is next step but look here http://q-net.netfirms.com/y/13.html and here http://q-net.netfirms.com/y/14.html and you will understand. Select all objects and reset xform. Select aurora base, rename-it and export geom only. http://q-net.netfirms.com/y/15.html Open mdlops and do all steps like here: http://q-net.netfirms.com/y/16.html Rename I_horn-k1-bin.* to i_mask_001.* and copy to override directory. Also copy horns1.tga (horns texture) in override. Time to play. Close all active aplications and start play from last save. You should look like this: Now a good thing will be some programing. I don't know if is possible but here are some suggestions: Edit baseitem.2da and create (by copying) one line identical to that where masks are set. Set for that new modelclass (you will need to rename horns model: mdl and mdx) and change equippslot from 0 to 17 (I hope to work that). GFF Edit .uti file to set horns to new model and get some script to get that new item and equipp on game start. I hope to be possible Don't forget to save gmax work from time to time. Also, here q-net.netfirms.com/y/temp.zip is the mask/horn model and texture Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted December 21, 2005 Author Share Posted December 21, 2005 thanks a whole lot oldflash you really outdown your self with this you are a 3-d god thanks again Link to comment Share on other sites More sharing options...
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