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How would we replicate the effect for K1?

 

Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.

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I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated.

I know what you mean, but using Zeison Sha or Jedi robe model is NOT an option - they don't have bones for head. So, we'll have to make helmets as separate items (so there will be bugs with helmetless clones) or make them frozen in one position. I don't like any of this variants. They also miss separate bones for shoulder pads, but it's not so important.

 

I think it might be that the bicep plate goes a little too high on the arm, which causes too much overlap of the shoulder plate (which makes it look bigger than it is). The bottom edge of the shoulder plate lines up pretty well with the pectoral plate, so I think that it might only be the bicep that is the wrong size. Also, maybe the pectorals can be more slanted (higher in middle), rather than squared off?

You are probably right. I'll think of it later and maybe will make an update.

 

Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.

Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)

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Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)

 

Actually that's not necessary at all. This is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).

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This is probably a stupid question, but are the armours and helmets in this mod seperate - basically, when you release these awesome armours, would i be able to use them as replacements for the default heavy armour items? I just prefer to use mods as replacements to keep the game balanced as the devs intended - i'm not saying your mod will be unbalanced, but it just seems more right to me xD

 

Keep up the great quality modding!

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We've scrapped separate helmet and armor in favour of full body model. The items and npcs will utilize disguises now, which will hopefully solve problems people had with first release, and resolve helmetless clones on Manaan in K1.

 

Read up. And they have custom uti files so you'll be able to give them custom stats.

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Actually that's not necessary at all. This is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).

Looks like this indeed will work with Revan's model, but I'll have to make some manual re-weighting anyway. We'll see.

But at this point I'm more intrested in making TSL kilts use robe animations. But there's a problem - I need a model with robe bones AND head bones. Any advice?

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Another update, final batch of armors,

 

kotor0002.th.jpg

 

I think that the armour skins are looking great, but maybe you could mix and match the battle damage so that it looks more random from one clone to the next? Right now it looks like every clone's fighting skills are so identical, that they must have the exact same blind spots, 'cause each guy gets shot in the same place :lol:

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I won't be able to decide betwixt the paratrooper and the sniper :mad:

 

As for the head, the skin is pretty much dead-on and looks amazing. The only thing I don't like is that the eyebrows are a little too long and skinny the way they go around the socket. Also maybe square out the chin/jaw a little bit? Just a suggestion. http://www.ugo.com/movies/who-is-the-coolest-star-wars-character-jango-fett (photo reference)

 

But seriously if you don't change anything it's pretty damn good.

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Carth's updated clone head, underwear with matching head skintone, and new basic clothing inspired by Commander Wolffe.

 

kotor0000.th.jpg

 

Also, input on head skin would be good.

 

Even though you've added wrinkles, I think that his skin is too smooth. Maybe you could add some of the freckles that the actor has, and some random, general "noise"?

 

Other than that, it's a little hard to tell, since the screen shot is a touch on the dark side. After turning my monitor brightness & contrast all the way up (I can barely make out my slider bars and buttons :lol:), I see that the likeness is pretty good. IMO, the nose looks about the right width (relative to the width of the mouth). There seems to be a bright triangular patch on the middle of his forehead, and the 5 o'clock shadow looks more like smudgy dirt than stubble.

 

Hope that helps :)

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All right, I have some really good news!

Kamas in TSL version will use jedi robe animations. Looks like I've been off-modding for far too long, and MDLOps 0.6a1 can convert the skinmeshes which 0.5.0 can not. (to DK: I'll send you updated models in Monday).

Now I'm going to experiment with K1 Revan model.

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