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-DK-'s WIP thread.


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Right, I took the suggestions and messed about.

 

carthfacefix.th.jpg

Yeah, he looks much better now. His skin actually looks like it has a bit of weathering to it, rather than plastic smooth.

 

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so... are you going to go crazy and try to make a rakghoul model that has armour plating on it? Kinda like in the comics during the Vector storyline? http://starwars.wikia.com/wiki/File:PlagueAtWork.jpg

http://starwars.wikia.com/wiki/File:Rakusesweons.jpg

 

Or am I just :loco: for even suggesting it? :xp:

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Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.

 

Also, we have PROGRESS.

 

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Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.

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I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.

 

Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.

 

Any advice, or willing testers?

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We'll get to that. Also ARCs. These won't be used by any troopers since this is predominantely Ep III inspired mod, but they'll be included as wearable armors. Maybe we'll even get Delta Squad included too.

 

arcs.th.jpg

 

I like these ARCs. I always did like the Episode 2 troopers more than the Episode 3 versions.

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I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.

 

Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.

Check your Override - if you put files in subfolders it's possible that some old files overwriting yours. If you put edited files into *.mod files - make sure that there are no same files in Override. And of course you need to use saved games where you have not entered this locations, or your changes will have no effect.

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Perhaps the fact that people like Clones and Stormtroopers might have something to do with it? Just because it doesn't fit canonically or chronologically, it doesn't mean the idea is pointless.

 

easy dudes, I meant no offense. It was just my personal opinion.If you like that, it's fine by me but let me have my opinion too. And I like the Old Republic Sith Troopers better, that's it.

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Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.

Quite true :lol:

 

Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.

Excellent job DeadMan :thumbsup:

 

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So, are you going to try changing the dead body placeables to clone troopers?

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would it be possible to import one of the clone trooper models into max, then import the death animations from the superset (IIRC)? Then you could play the death animation through to the end (body bag), delete the bones and helpers (etc) leaving the mesh, then export as an item. It was just an idea, but I don't know if it would work.

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