EnderWiggin Posted May 25, 2008 Share Posted May 25, 2008 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!!! Keep up the good work settoken. If there's anything you need, be sure to let us know. _EW_ Link to comment Share on other sites More sharing options...
settoken Posted May 28, 2008 Author Share Posted May 28, 2008 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 Link to comment Share on other sites More sharing options...
settoken Posted May 30, 2008 Author Share Posted May 30, 2008 Ok no news from my supposed testers I'll consider that it doesn't work and try to do other stuff on my own now.. Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 30, 2008 Share Posted May 30, 2008 Woah woah woah! Hold on a second. Have you PM'd any of your testers? Have you tested it yourself? I don't think it's fair to you to just assume it's a failure. _EW_ Link to comment Share on other sites More sharing options...
settoken Posted May 30, 2008 Author Share Posted May 30, 2008 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 Link to comment Share on other sites More sharing options...
Shem Posted May 30, 2008 Share Posted May 30, 2008 This is a terrific accomplishment settoken, I never dreamed to see a Zabrak in K1.You would try looking around the KotorFiles archive a little sometime. http://knightsoftheoldrepublic.filefront.com/file/Meeshmans_Zabrak_PMHC01_Head;80250 Link to comment Share on other sites More sharing options...
TheProphet Posted May 30, 2008 Share Posted May 30, 2008 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? Link to comment Share on other sites More sharing options...
settoken Posted May 30, 2008 Author Share Posted May 30, 2008 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? no no I just won't re ask for beta testing to enthousiastic folks But surely I'm not done with modding. Link to comment Share on other sites More sharing options...
TheProphet Posted May 30, 2008 Share Posted May 30, 2008 Ahh good, you had me worried there . Well then I wish you the best of luck there settoken, please keep us posted on your progress. Link to comment Share on other sites More sharing options...
Papership Posted May 30, 2008 Share Posted May 30, 2008 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~ Link to comment Share on other sites More sharing options...
redrob41 Posted May 30, 2008 Share Posted May 30, 2008 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 . Link to comment Share on other sites More sharing options...
Ferc Kast Posted May 30, 2008 Share Posted May 30, 2008 I just tested the Zabraak head; There's no problem with any default masks. Although, there's minor clipping using the hooded Revan robe model (due to the horns). Other than that, there's no problems with your head model. Link to comment Share on other sites More sharing options...
Sithspecter Posted May 30, 2008 Share Posted May 30, 2008 I checked it out also, and went through the animations and such, and it works great. I had no problems whatsoever, my only complaint is the texture, which you said that you're going to work on. It's truly awesome, settoken! Link to comment Share on other sites More sharing options...
Breger Posted May 30, 2008 Share Posted May 30, 2008 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. Link to comment Share on other sites More sharing options...
Sithspecter Posted May 30, 2008 Share Posted May 30, 2008 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... Link to comment Share on other sites More sharing options...
Shem Posted May 30, 2008 Share Posted May 30, 2008 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. http://knightsoftheoldrepublic.filefront.com/file/Jolee_Turns_Into_a_Yoda_Species;83780 Link to comment Share on other sites More sharing options...
settoken Posted May 31, 2008 Author Share Posted May 31, 2008 Great !!! Thx to Ferc kast and Sith Specta for their help So finally the test seems to be conclusive, I'm really happy 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 Link to comment Share on other sites More sharing options...
Robespierre Posted May 31, 2008 Share Posted May 31, 2008 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. Link to comment Share on other sites More sharing options...
settoken Posted May 31, 2008 Author Share Posted May 31, 2008 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. Link to comment Share on other sites More sharing options...
Robespierre Posted May 31, 2008 Share Posted May 31, 2008 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. Link to comment Share on other sites More sharing options...
Shem Posted May 31, 2008 Share Posted May 31, 2008 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. Link to comment Share on other sites More sharing options...
Quanon Posted May 31, 2008 Share Posted May 31, 2008 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 , 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 Link to comment Share on other sites More sharing options...
Sithspecter Posted May 31, 2008 Share Posted May 31, 2008 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. Link to comment Share on other sites More sharing options...
settoken Posted May 31, 2008 Author Share Posted May 31, 2008 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 Link to comment Share on other sites More sharing options...
settoken Posted June 2, 2008 Author Share Posted June 2, 2008 Alright I'm finally done with this... here is a quick render of the Bad guy EDIT: here2 and here and here Now I'm gonna make a new head and a tuto Thx to everybody who helped me, even just with your encouragements. This is my first personal work from the model to the texture and I'm proud of the result. Link to comment Share on other sites More sharing options...
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