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


settoken

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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.

 

Wow. This is so exciting!!! :D

 

Keep up the good work settoken.

 

If there's anything you need, be sure to let us know.

 

_EW_

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Sorry to those who are waiting for something here...

 

I have no news from my "beta-testers" so I'll have to do it myself I guess

But it won't be very reveleant...

 

I'm actually working on textures and I have some problems with the horns due to uncorrect unwrapping and limited skills in photoshop.

 

Anyway still workin' on it

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I'm sorry I'm a bit impetuous but I really like when things are done as they have to.

 

I have PM'd twice with no results...

 

Everything is working right for me that's why I needed other people to test it

 

But that's ok don't worry I'll just stop asking for help, not workin' on it

 

Thx for your support

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I'm sorry I'm a bit impetuous but I really like when things are done as they have to.

 

I have PM'd twice with no results...

 

Everything is working right for me that's why I needed other people to test it

 

But that's ok don't worry I'll just stop asking for help, not workin' on it

 

Thx for your support

 

I'm sorry, that's a bit confusing to me. By this, do you mean that you are no longer continuing development on your Zabrak model or that you are ceasing all testing with new animations and added geometry to meshes?

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I'm sorry, that's a bit confusing to me. By this, do you mean that you are no longer continuing development on your Zabrak model or that you are ceasing all testing with new animations and added geometry to meshes?

 

:lol: no no

I just won't re ask for beta testing to enthousiastic folks :)

But surely I'm not done with modding.

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Setto, I would be happy to help you test the heads. I've recently done a full clean of my override (nothin but my mod in there now), so that should help. I'm also pretty good at reskins, so if you want to send some sketches or just a good description, I can make something pretty for you.

 

PM me ;)

~Pap~

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I'm also willing to help, since I'm really interrested in your method. I'd like to make some Zabrak of my own, and making custom characters seems to be my area of experience. If you'd like me to take a look at what you've got so far, send me a PM. Just let me know what you are specifically hoping to find out, and I'll get searching :).

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So, uh, if I've understood correctly (And I probably haven't), it seems possible to create new animations, or at least modify existing ones? Wouldn't it then be possible to add those missing animations to Malak's model, or giving him new ones? Because that stance he uses is kind of freakishly good, and I wouldn't mind having that stance on a normal character. Y'know, a little mod that can swap between animations by moving it in or out of the 'override' folder.

Or just finishing up Malak's missing animations for 'Power' and whatnot he doesn't have.

Just curious, that's all...

I'm probably wrong, but I like to dream sometimes. :)

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Malak uses a fullbody model, and his animations are specifically for a large character. It's possible to put Malak's animations into a regular character, but it would have awful results, plus you'd still have to redo the regular animations that he's missing. What is possible is to edit the animations to where a normal character looks like they're doing Malak's anims. But we could finish Malak's missing animations, but it would take a long time...

 

What's also possible is Yoda creature fighting animations. That'd be awesome too...

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Malak uses a fullbody model, and his animations are specifically for a large character. It's possible to put Malak's animations into a regular character, but it would have awful results, plus you'd still have to redo the regular animations that he's missing. What is possible is to edit the animations to where a normal character looks like they're doing Malak's anims. But we could finish Malak's missing animations, but it would take a long time...
Malak is missing a lot more animations in TSL. That would be a great plus to fix for those who use Stoffe's Combat Arena Mod.

 

http://knightsoftheoldrepublic.filefront.com/file/Combat_Simulation_Arena;75053

 

What's also possible is Yoda creature fighting animations. That'd be awesome too...
That would go well with my Jolee to Yoda mod. :xp:

 

http://knightsoftheoldrepublic.filefront.com/file/Jolee_Turns_Into_a_Yoda_Species;83780

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Great !!!

 

Thx to Ferc kast and Sith Specta for their help

 

So finally the test seems to be conclusive, I'm really happy :D

 

I'm still experiencing problems with the texturing of the horns. Something doesn't work because of a bad unwrapping of the model. It makes me sick. You can't imagine how bored I am by the Unwrapping sh*t..

Whatever, I'll manage it.

I won't release something unperfect so I take my time, learning how to do good stuff.

When I'll be done with this I'll begin another model and use it to make you a good tuto so everybody will be able to have custom heads in K1.

Be patient.

THX for all

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Quick question: Will a similar process work in Kotor 2? I know some people are interested in getting Malak and Revan in K2, but there are so many missing animations that it wouldn't really be very possible. Plus I'd love to see some brand new heads in K2.

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To the brand new head question, I don't know I haven't tested it.

I haven't TSL installed right now but I'll give it a try, the question is open.

About Malak and revan in TSL I'm not aware of the missing animations.

I even didn't know that their models were still present in the game data so...

But I'm quite optimistic if you want my feeling. Getting anims from a model to another (similar) is quite simple with NWMax.

Examinating TSL supermodels would answer your question.

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The Revan and Malak models are used in the Korriban cave, I believe. However Revan just stands there and Malak obviously has some combat animations, but I'm not sure about the rest.
Revan has all the combat animations necessary; it's Jedi Malak that's the problem. Malak does default attacks and has a power attack animation, but he does lack critical strike, and flurry attacks. Malak also lacks some defense animations too. The Jedi Malak also has these issues in K1.

 

Then you have the Darth Malak model which are missing so many animations isn't not even funny, even though he had all the necessary ones for K1.

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I'm still experiencing problems with the texturing of the horns. Something doesn't work because of a bad unwrapping of the model. It makes me sick. You can't imagine how bored I am by the Unwrapping sh*t..

Whatever, I'll manage it.

 

Do you use Detach to Element at the end ?

 

I've noticed that when you export out stuff, its UVW-Map can get "screwed" when exporting. You don't see this untill in the game :-s

 

So here's what I do:

 

1) model my... euh model

2) Make the UVW-map

3) Convert my model again to Editable Mesh, to "bake" in the UVW-map.

 

4) This is a kind of memory game :p , when you UVW-map its like you cut up your model in smaller pieces and smooth them out.

Now, you kind of have to remember all those pieces.

 

Go back and select each piece a time, and do the Detach.

A new window will come up, there you'll find a box you need to check to make it : Detach To Element.

 

Go over all your pieces of the UVW-map.

 

 

And don't worry this will not destroy it, cause you baked it in.

 

This solved many "yucky" looking guns and what not in my games.

It always looked great in Max, but broken in the game.

 

Hope this rambling helps out somewhat :)

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3) Convert my model again to Editable Mesh, to "bake" in the UVW-map.

 

Or you can simply save the UVW as something, and then if it gets screwed up in Max (not KotOR), you can re-load it.

 

Take a look a Quanon's UV mapping tutorial, it's very good.

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Everything looks fine in Max...

I wasn't aware of that exporting problem...

To bake in the UVW-map, I just collapse it to the edit mesh

Thx for the method I'll try it your way Quanon

 

EDIT: DAMN!! You triumvirate guys are crazy modders!!

It works, no UVW map to redo, thx Quanon

I've now got my pretty horns right in place

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