settoken Posted May 19, 2008 Share Posted May 19, 2008 Ok guys Nobody seems to be aware that I've probably a way to make... tadaaa "BRAND NEW HEADS" possible I was searching for glory but, nothing happens I guess you'll need an exemple of it if I want you to trust me So I have some difficulties to unwrap the model in order to texture it correctly but when it's done I'll need some help to beta test it. 2 or 3 people to play it, move it, examinate it in every possible situation to be sure it works good with no clipping or/and anti-anatomic issues. So let me know please the model is a Zabraak (like Maul) with 10 or 12 horns on the head I'm not very sure. The horns are part of the head so you won't need to wear a mask. It's for K1 Link to comment Share on other sites More sharing options...
Sithspecter Posted May 19, 2008 Share Posted May 19, 2008 Could you give us some screenshots? I'm at least interested. What did you do to make the head? We've edited heads before, but making a new one... Link to comment Share on other sites More sharing options...
Quanon Posted May 19, 2008 Share Posted May 19, 2008 You got my interest meter peaked. On how you where able to get it in K1 ? Well its not that hard to get a head in, but get it in and working correctly is something else Just like SS a screenshot would be nice Link to comment Share on other sites More sharing options...
settoken Posted May 19, 2008 Author Share Posted May 19, 2008 Alright here are some screenshots but as I told you I didn't textured it so it still uses the original tga (pmhb03). Even for the horns... But the harder part is done: having the head in the right place moving normaly demo1 demo2 demo3 demo4 So what about it ? EDIT: I'm aware it's not perfect but I enjoyed doing it, I hope you will to Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 19, 2008 Share Posted May 19, 2008 Wow. That's extremely interesting. Can you talk a bit about how you accomplished this? _EW_ Link to comment Share on other sites More sharing options...
settoken Posted May 19, 2008 Author Share Posted May 19, 2008 some mdlops, some 3ds max, some hex editing and hours searching for a way to make it Now I feel a pure hate for Trask ulgo Link to comment Share on other sites More sharing options...
Revan_Pwn_Malak Posted May 19, 2008 Share Posted May 19, 2008 Hmmm... my interest is peaked also. I'm willing to beta it. I've never beta'd before but I'd like to become more active in the modding community since I'm starting to make mods. Link to comment Share on other sites More sharing options...
Sithspecter Posted May 20, 2008 Share Posted May 20, 2008 Did you add the horns, as in not edit, add? PLEASE TELL US HOW YOU DID IT! PLEASE?! Link to comment Share on other sites More sharing options...
Exile007 Posted May 20, 2008 Share Posted May 20, 2008 Alright here are some screenshots but as I told you I didn't textured it so it still uses the original tga (pmhb03). Even for the horns... But the harder part is done: having the head in the right place moving normaly demo1 demo2 demo3 demo4 So what about it ? EDIT: I'm aware it's not perfect but I enjoyed doing it, I hope you will to Well that's... well I guess... AMAZING!!! That is so cool! I'll definitely be cheering you on! Link to comment Share on other sites More sharing options...
TheProphet Posted May 20, 2008 Share Posted May 20, 2008 settoken, that is a tremendous achievement, you have the right to be very proud of yourself for it . I think what everyone is asking though is, "Could you give us a detailed explanation on how you did this?" Either way, the achievement is yours, and I congratulate you. I'm sure that once those horns are textured, it will look awesome. -Doc Link to comment Share on other sites More sharing options...
settoken Posted May 20, 2008 Author Share Posted May 20, 2008 Thank you I add the horns, it would be very very difficult to edit the head with the replacer to create it. I'll try to finish the texture thing this evening then I'll make a sort of little tuto to explain how to get it working in-game,probably tomorrow, be a little patient please. There are some precise operations to do so I have to give a clear information in order to make less experienced people than you understand it. And first of all, the beta testing. I already have SithSpecter and Revan_pwn_malak I guess. A 3rd person would be cool. Link to comment Share on other sites More sharing options...
Ferc Kast Posted May 20, 2008 Share Posted May 20, 2008 Thank you I add the horns, it would be very very difficult to edit the head with the replacer to create it. I'll try to finish the texture thing this evening then I'll make a sort of little tuto to explain how to get it working in-game,probably tomorrow, be a little patient please. There are some precise operations to do so I have to give a clear information in order to make less experienced people than you understand it. And first of all, the beta testing. I already have SithSpecter and Revan_pwn_malak I guess. A 3rd person would be cool. If you'd like, I could beta test for you. That model looks awesome. Link to comment Share on other sites More sharing options...
Quanon Posted May 20, 2008 Share Posted May 20, 2008 Thank you I add the horns, it would be very very difficult to edit the head with the replacer to create it. Yeah, that would have looked far more "distorted ugly" and weird I'll try to finish the texture thing this evening then I'll make a sort of little tuto to explain how to get it working in-game,probably tomorrow, be a little patient please. There are some precise operations to do so I have to give a clear information in order to make less experienced people than you understand it. And first of all, the beta testing. Don't worry, no pressure I'll gladdly await your tutorial/ instructions as I'm now have to wonder what glorious cool head I could make Link to comment Share on other sites More sharing options...
Papership Posted May 20, 2008 Share Posted May 20, 2008 Settoken, you fool! What did you call this thread "euh..." for?! Go ask a nice admin to give the thread a proper title worthy of the content O.o That head is incredible. I know it's not finished, but it's oozing with potential. I would also like to know how you did this. Happy Hunting, ~Pap~ Link to comment Share on other sites More sharing options...
ForeverNight Posted May 20, 2008 Share Posted May 20, 2008 ^^^^ YEAH!!! If this truly works, which I think it does, then this is, well, revolutionary! Now, lets pray that nothing went wrong anywhere.... Not that I think anything did, yet.... Link to comment Share on other sites More sharing options...
settoken Posted May 20, 2008 Author Share Posted May 20, 2008 Alright so with Ferc kast that makes 3 beta testers I hope there won't be any problem. The only things that could happen as I know are first a little clipping because of vertices I wouldn't have welded correctly and secondly the eyes sometimes jumping from their sockets. That happened twice when I made my zabraak do the jumpin' combo. But don't worry about it, it's more probably due to my experiments with the animations supermodels. Here I come to talk to you about another cool thing. In the context of a storyline, I am able to give specific animations to a specific character. Like making a darth jedi move and look very ugly. It's just a question of work and imagination. I enjoy this because it's gonna give a great plus to modders who want to create charismatic NPCs. For my test I replaced the classic "listening" anim with the "talkforce" anim and it worked fine. I did the test using my zabraak model... Ok now I have a little question: is it possible to make a part of a model invisible using the alpha channel tip ? that would be very cool cuz we could add things to the model during the darkside transitions, like a ring in the left ear or a beard, things like that just by making it visible and textured...I hope it's possible What about it ? cool isn't it ? Link to comment Share on other sites More sharing options...
Robespierre Posted May 20, 2008 Share Posted May 20, 2008 In the context of a storyline, I am able to give specific animations to a specific character. Like making a darth jedi move and look very ugly. It's just a question of work and imagination. Hang on...Do you mean custom animations? Holy...how did you find this stuff out? First new heads? Now new animations? *Bows to settoken, the holy master of the universe* Link to comment Share on other sites More sharing options...
Papership Posted May 20, 2008 Share Posted May 20, 2008 I think he means replacing existing default animations (like listening) with existing meaner animations (like forceful). I could be wrong. Either way, it would be a cool effect to make baddies behave... well... badly! =] ~Pap~ Link to comment Share on other sites More sharing options...
Marius Fett Posted May 20, 2008 Share Posted May 20, 2008 ZOMG. Great work settoken! You should feel VERY proud of yourself. Maybe try for body models too? Link to comment Share on other sites More sharing options...
settoken Posted May 20, 2008 Author Share Posted May 20, 2008 Yes I'm talking about custom animations. The body question is more complicated but doable to. The problem with "custom" body anims is that due to the different parameters like the animation scale, you'll have to move a little your model in 3ds max if you want sabers to touch each other in combat. Otherwise it will look strange like two guys simulating a fight. Another thing is that you have to place sounds events back to their correct keyframe or you wont have any fight sound in the game. But from what I know (tested) custom anims for faces are working fine...And in that case I didn't have to do specific stuff to have it working, just trying it in fact... Ok I'm talking too much, I'll just focus on FINISHING what I begin for the moment ;D Link to comment Share on other sites More sharing options...
correllian_thug Posted May 21, 2008 Share Posted May 21, 2008 wow thats an amazing achievement well done mate i never dreamed this could be done Link to comment Share on other sites More sharing options...
TheProphet Posted May 21, 2008 Share Posted May 21, 2008 Yes I'm talking about custom animations. The body question is more complicated but doable to. The problem with "custom" body anims is that due to the different parameters like the animation scale, you'll have to move a little your model in 3ds max if you want sabers to touch each other in combat. Otherwise it will look strange like two guys simulating a fight. Another thing is that you have to place sounds events back to their correct keyframe or you wont have any fight sound in the game. But from what I know (tested) custom anims for faces are working fine...And in that case I didn't have to do specific stuff to have it working, just trying it in fact... Ok I'm talking too much, I'll just focus on FINISHING what I begin for the moment ;D You've done such a wonderful job settoken, I hope you didn't take my earlier statement as impatience, I was just trying to clarify things . You have my full support, if you need anything of me, I would be more than happy to help you out in any area I can. I wish you the best of luck with this. -Doc Link to comment Share on other sites More sharing options...
Sithspecter Posted May 21, 2008 Share Posted May 21, 2008 Man, I can't wait to be able to model new heads. I think new bodies are possible, but the modelling would be a peice of cake. The animations, well, that's hard. You have to have a lot of patience to animate 6000+ frames.... Link to comment Share on other sites More sharing options...
settoken Posted May 21, 2008 Author Share Posted May 21, 2008 what about the model ? did you test it ? Link to comment Share on other sites More sharing options...
Sithspecter Posted May 21, 2008 Share Posted May 21, 2008 I'm a bit busy right now. I've got a poetry project and a video to make, but I've only got 1 week of school left. I'll try to test it tonight or tomorrow morning. Link to comment Share on other sites More sharing options...
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