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New Head (Zabraak Style) (was: euh...)


settoken

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I changed the keyframes form existing anims.

But I suppose that it is possible to add new ones and getting them working with scripts calls.

 

Hmmm, perhaps it would be possible to just edit one of the master anim model files.

 

And rename it to work just for your new characters if that is what you desire ofcourse. Though I wonder where the game specifys the anims to a model ?

 

I'm sure there's like no 2DA thingy where it says, PMBLH gets Male.mdl anim file.

 

EDIT: Or it's just contained in the Bodymodel itself which masterfile it uses and then the game knows it all by the appearnce 2DA. :)

 

Or is that you're doing Settoken ?

 

You got me all intrigued here, now I can start to work on some more sketches of new characters :p

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the anim system is very simple in fact.

Each human model get his/her anims from supermodels.

Those are S_female03, S_female02, S_female01, S_male02 and S_male01.

A female model begins to search in the S_female03 and a male in the S_female02.

If it doesn't find the anim in its supermodel, then it search in the supermodel of its supermodel... SD

Those supermodel files are just containing trimeshes.

My project is to make a super supermodel that the community could use without having to redo again and again that same boring work. I have already done it but I've forgotten to order the anims, so it's still not time-saving.

 

I've decided to use supermodels because importing anims directly in the models wont work with my "new head" tip. so bad

You can ask me questions about it as I've got some understanding in it. I've made some helpful lists of the anims in each models.

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no no it is still edited ones but you can add geometry to it .

So it's far better than the replacer. BUT the most complicated will be your model, the hardest it will be to have the bones animating it right.

So don't wait for a total easy tool, but prepare to work and test if you want something good.

I have send the model to my testers ;D

I'm a little busy and not very organized so I don't really know what I'm supposed to do right now.

I'll give you the process if the beta testing is a success but what about the anims ?

do you want me to make a demo ?

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So, would I be able to use your method (when you've had the time to finish your tutorial of course :)) to change the animation set, or supermodel, of any NPC model?

 

What I'd like to do, is to take my Tusken Jedi robe (based on N_Tusken.mdl) and turn it into a Jedi robe that anyone can wear. Right now when I equip it on a standard player head, it still has the hunched over body posture instead of the standard straight and tall posture. So, I'm just wondering, will be possible (sometime in the future, no pressure) to swap the animations, whether by hex editing, or some secret way to use MDLOps or other program?

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Did I see this right ? You linked a bodymodel to the super model ?

 

Gosh, looks a lot of fun to play with :p

 

:D yeah, it's not only for the fun, it's more because you can't really see, specially for the face, what does each anim if you ain't got no skin on the trimesh.

 

Redrob, it's a good idea to use the tusken model but I think it uses its self supermodel, something like tusken01...with only tusken's moves.

 

I think it's far doable, and as I've seen with your retextures, you've got the patience to make it.

 

If you got Max or Gmax you can try to load the model called "n_darthmalak"

 

It contains malak's animations (including his fighting style:D) and you will notice that parts of his clothing are controlled by strange trimeshes (looks like dreadlocks or tentacles).

 

Don't it give you bunch of new ideas ? It does for me

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:D yeah, it's not only for the fun, it's more because you can't really see, specially for the face, what does each anim if you ain't got no skin on the trimesh.

 

Wow, must have been some work linking all the verts to right part of the skeleton... weighting a model can be such a pain.

 

Redrob, it's a good idea to use the tusken model but I think it uses its self supermodel, something like tusken01...with only tusken's moves.

 

Was thinking the same thing, most creatures, like Tukatas have their animations stored in the model itself.

 

I think it's far doable, and as I've seen with your retextures, you've got the patience to make it.

 

Indeed, as I'm sure the Tusken won't have 10.000 frames to tweak :)

 

 

(looks like dreadlocks or tentacles).

 

Don't it give you bunch of new ideas ? It does for me

 

Getting naughty here ;):naughty:

 

Those would controle the pieces of cloth at his legs, to make them move about when he walks and turns and all.

 

In the TSL supermodel, you have these big rectangles hanging just after the legs, those controle the moves for the Jedi Robes and all.

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It contains malak's animations (including his fighting style:D) and you will notice that parts of his clothing are controlled by strange trimeshes (looks like dreadlocks or tentacles).

 

Those would be bones. They're in the Darth Revan model also for the cape and the flap in front, and with your new developments, I think we can now say that it's completely possible to create a new Darth Revan supermodel with a flowing cape.

 

What? Did I just say that? Alright guys, I call it! I'm making a new Darth Revan supermodel.

This is the most excited I've been in weeks!

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Those would be bones. They're in the Darth Revan model also for the cape and the flap in front, and with your new developments, I think we can now say that it's completely possible to create a new Darth Revan supermodel with a flowing cape.

 

What? Did I just say that? Alright guys, I call it! I'm making a new Darth Revan supermodel.

This is the most excited I've been in weeks!

 

Remember to make Backups now, won't you SS... ;)

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:lol: yay

here we go :D

Ok yes those trimeshes are bones and using the same system as the "tentacles" one we can have what is IMO the real only thing that we should be able to mod:

a real jedi mantle (understand "hooded").

We could also add dreadlocks :D

ok but I'm loosing the control of it, what about my zabraak beta test ?

(You're not concerned SS because of what we know)

 

I'm glad to see how interested you're in all of that guys

 

PS: talking too much, but... the reason I decided to come to the animation thing is that my real project would be to make a mod called something like "mastering the form"...

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This is a terrific accomplishment settoken, I never dreamed to see a Zabrak in K1. I'm curious, what kind of skins are you planning to put with the head once it is finished?

 

I assume this will probably be geared towards PC heads, however I would love to simply replace an npc here and there to have Zabraks in the universe, so I curious as to what kind of Zabrak you saw once you finished with it.

 

Are you planning the seemingly obligatory Darth Maul? Perhaps something along the lines of Bao-Dur?

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Wow! I knew it was only a matter of time until someone cracked this one too! The past year has seen some remarkable development in the KotOR modding scene! Really makes me wish I had more free time on my hands this summer, as it looks like lots of good stuff will be coming out in the next few months!

 

That's why I went out this morning and purchased a 750 GB external hard drive.

 

That makes me feel real old! I remember my first external hard drive was 750 MB.

 

I hear dreadlocks... Are we going to be seeing any Predators invading? :cool:

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the method itself is just a little hex editing and some tips with the use of nwmax and max

 

Concerning the zabraak I don't want something like Maul, it's Kotor, I'm actually working on it I'll show you the result soon I hope.

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