RyuuKage Posted June 5, 2008 Share Posted June 5, 2008 ouch...well, if you have to redo anims, at least you're very experienced at them now, eh? XD Link to comment Share on other sites More sharing options...
Flash3 Posted June 5, 2008 Share Posted June 5, 2008 Have you considered passing some of the workload to another modeler? For example, passing the saber combat to one, deflections to another, "utility" as you put it to another, etc etc? Not that you are in any way incapable of doing it yourself, but to ease your workload (and our wait time XD)... Ya know... Seeing as how he's the first to figure out how to do this, no, he can't split up his workload. Not unless he wants to spend a couple weeks finding people interested enough to learn how to do it and training them, especially when he hasn't mastered it himself yet. Your best bet is to just be patient and wait. Link to comment Share on other sites More sharing options...
Sithspecter Posted June 5, 2008 Author Share Posted June 5, 2008 Have you considered passing some of the workload to another modeler? For example, passing the saber combat to one, deflections to another, "utility" as you put it to another, etc etc? Not that you are in any way incapable of doing it yourself, but to ease your workload (and our wait time XD)... Ya know... Well, the problem with that would be getting all the animations put together after it got split up all over the place, not to mention the different styles and stuff, and it would probably end up that the animations would get screwed up when I tried to import them. I had already animated 4,000 frames when I realized that I was missing 6,000 frames of animation from my model, but when I tried to import into what I had already done, all of the double bladed animations got screwed up, and Revan's legs curled up really bad. I had to start with a blank model, import all of the KotOR animations, delete the animations that I had completed with the cape (just the default ones without the cape animated yet), and then re-import the ones from my model that I had animated. And importing takes about half an hour. It's just best to be patient, and not try to put too much pressure on me. Seeing as how he's the first to figure out how to do this, no, he can't split up his workload. Not unless he wants to spend a couple weeks finding people interested enough to learn how to do it and training them, especially when he hasn't mastered it himself yet. Well, animating isn't exactly a new thing, it's just how to get it to all work in the game. I could probably pass this on to a better modeler than myself and they could do an amazing job, but it's best to just not split up a model like that. Your best bet is to just be patient and wait. Yes, this is pretty much the best advice. Meanwhile, you can download Revan's Robes without the cape. Link to comment Share on other sites More sharing options...
Darth Payne Posted June 5, 2008 Share Posted June 5, 2008 Hey SS, this is a bit off topic, but if you could do the animations on Revan would you also be able to do the missing animations on Malak? Link to comment Share on other sites More sharing options...
Watcher07 Posted June 5, 2008 Share Posted June 5, 2008 Yes, this is pretty much the best advice. Meanwhile, you can download Revan's Robes without the cape. Also HouseofAmon combined the male hood with revans mask for a great revan appearance when used with the star forge robes vice the ones mentioned in the quote. The kotor files site lists it as having an update, but the update link says there's no updated file, however I use this current version in my playthroughs with the starforge robes and it looks great. Could tide you over until SS finishes the great work he's doing on this mod. Get it here. Btw SS, sorry to hear about the animation woes. Trailblazing always comes with its problems though. However your progress and attitude make it look like a cakewalk. Keep up the good work and best of luck on the problems that crop up. Link to comment Share on other sites More sharing options...
Thankteamgizka Posted June 5, 2008 Share Posted June 5, 2008 after the version for k1 is released how long will it be until the version for TSL is released Link to comment Share on other sites More sharing options...
Flash3 Posted June 5, 2008 Share Posted June 5, 2008 after the version for k1 is released how long will it be until the version for TSL is released Seriously it probably won't take long as they both use the same engine. I think right now your best bet is to just sit back and let SS hit us with updates when he's ready, its going to take some time. Link to comment Share on other sites More sharing options...
Jedil3thal Posted June 5, 2008 Share Posted June 5, 2008 :holosid:Wow Great mod you really worked hard on this mod I see can't wait till it's release keep up the good work! -JediL3thal Link to comment Share on other sites More sharing options...
Sithspecter Posted June 5, 2008 Author Share Posted June 5, 2008 Btw SS, sorry to hear about the animation woes. Trailblazing always comes with its problems though. However your progress and attitude make it look like a cakewalk. Keep up the good work and best of luck on the problems that crop up. I said that I might have to redo everything, but as it turned out, I don't. So, no worries there. after the version for k1 is released how long will it be until the version for TSL is released I don't know. I'm going to have to see if there's extra animations or not. If there aren't, I'll just convert it into TSL format, and 'wallah.' But if there are more, I'll need to make them work also. Link to comment Share on other sites More sharing options...
Flash3 Posted June 6, 2008 Share Posted June 6, 2008 Actually just off the top of my head I can already recall several different saber animations in TSL depending on which starting Jedi class you choose (including different flurry, critical hit and power attack anims), and then there's the Unarmed animations as well. So yeah, definitely quite a few new ones in TSL. Link to comment Share on other sites More sharing options...
Robespierre Posted June 6, 2008 Share Posted June 6, 2008 I'll just convert it into TSL format, and 'wallah.' Isn't it 'voila'? . Are Revan's robes actually in K2? I just hope that you don't hit the porting wall again. Link to comment Share on other sites More sharing options...
SpaceAlex Posted June 6, 2008 Share Posted June 6, 2008 Are Revan's robes actually in K2? I just hope that you don't hit the porting wall again. They are. Link to comment Share on other sites More sharing options...
Quanon Posted June 6, 2008 Share Posted June 6, 2008 I said that I might have to redo everything, but as it turned out, I don't. So, no worries there. Its from these annoying situations you often learn the most On splitting the work load, I don't think its very realistic, for a few reasons: - Not all of us have the same version of 3D-Max, this would lead to exporting/ importing various formats of 3D hassle. And what SS said, it looks to be an unstable affair. - Like SS pointed out, "styles" and ideas on how to do things could be quite differant among us. And could - I think merging animations is quite difficult. Anyway, its a lot of "coulds" and "woulds", but thats a bit the downside of it. I think we would ( again ) loose more time on how to work it out together, then SS figuring it out on his own. Plus all things 3D involved take along time to make. ( the endless tweaking ) Though its a nice idea, if only we 3D nutters would have lived in the same neighbourghood/ street, things would be easier @Topic: Sit back, relax and watch SS, sweat and curse on this labour intensive job [/saddistic] Link to comment Share on other sites More sharing options...
Sithspecter Posted June 6, 2008 Author Share Posted June 6, 2008 Though its a nice idea, if only we 3D nutters would have lived in the same neighbourghood/ street, things would be easier That would definitely be awesome! The next best thing would be if we could have, like, a modeling convention week once a year and be on Max 24/7 the whole time... @Topic: Sit back, relax and watch SS, sweat and curse on this labour intensive job [/saddistic] Actually, it'd be more realistic to say that I sweat, curse, bleed and shout while I'm doing this. Bah, I kinda enjoy working on this, but sometimes it's a bit dull. Link to comment Share on other sites More sharing options...
Quanon Posted June 6, 2008 Share Posted June 6, 2008 Bah, I kinda enjoy working on this, but sometimes it's a bit dull. lol, m'yeah, to bad we can't to do quick tests, I'm sure Biowares Devs had some need tools, to quickly implement models into the game. Without to do each export and compiling step. Though, I still find UVW-wrapping the most boring part of the modelling process. Animation I consider fun as it brings your thing to life. Ofcourse I haven't been doing it for 2 weeks non-stop Link to comment Share on other sites More sharing options...
Sithspecter Posted June 6, 2008 Author Share Posted June 6, 2008 lol, m'yeah, to bad we can't to do quick tests, I'm sure Biowares Devs had some need tools, to quickly implement models into the game. Without to do each export and compiling step. Though, I still find UVW-wrapping the most boring part of the modelling process. Yeah, me too. I don't especially like texturing either, but it's better than UVW mapping. Animation I consider fun as it brings your thing to life. Ofcourse I haven't been doing it for 2 weeks non-stop Heh, neither have I. But by now, I've come to hate the Revan model. Not really, but it kinda gets old just seeing it over and over. The animations seem endless... Link to comment Share on other sites More sharing options...
redrob41 Posted June 6, 2008 Share Posted June 6, 2008 Though, I still find UVW-wrapping the most boring part of the modelling process. Yeah, me too. I don't especially like texturing either, but it's better than UVW mapping. Heh, neither have I. But by now, I've come to hate the Revan model. Not really, but it kinda gets old just seeing it over and over. The animations seem endless... Yeah, I know what it's like to stare at the same character model over and over for long periods of time , but I feel so triumphant when it finally gets done (like my pesky Tusken). Link to comment Share on other sites More sharing options...
Thankteamgizka Posted June 6, 2008 Share Posted June 6, 2008 revans robes just arent right without a flowing cape Link to comment Share on other sites More sharing options...
Racter Posted June 7, 2008 Share Posted June 7, 2008 My apologies, I wasn't trying to pressure you. I was thinking the animations worked kinda like a video. If everyone did them in the same format, one person could edit them all together. IE: Bob does all the computer related animations, Jack does all the container related animations, both send them to you to go together. If it doesn't work like that, please ignore this post Link to comment Share on other sites More sharing options...
Quanon Posted June 7, 2008 Share Posted June 7, 2008 My apologies, I wasn't trying to pressure you. I was thinking the animations worked kinda like a video. If everyone did them in the same format, one person could edit them all together. Well, once the model is in 3D-Max things get saved to a .Max file. Bugger is if SS has Max 2008 and I've got Max 9, then I won't be able to open his file. You would then have to go to export it out in an other format, but I wouldn't know which type would be the best and there are often lots of options you can set, which I know nothing about Anyway, in the end you would still have 3 or 2 differant files you need to mix up together again. Another hassle to overcome Link to comment Share on other sites More sharing options...
magnusll Posted June 7, 2008 Share Posted June 7, 2008 Do you guys need some sort of replacement function in Kaurora to avoid the hex-editing for this process? I can add the relevant options if needed. Link to comment Share on other sites More sharing options...
settoken Posted June 7, 2008 Share Posted June 7, 2008 hi Magnus, we have talked some months ago, I don't know if you remember. You gave me a non released version of your kaurora. Actually, there is no need of hex editing in what SS is doing but there is the need of it to make new heads possible, I now have more understanding of it all so we could try to implement that function in your tool if you're interested.. Contact me please Link to comment Share on other sites More sharing options...
Flash3 Posted June 11, 2008 Share Posted June 11, 2008 Hey SS, any updates/screenies to share? Link to comment Share on other sites More sharing options...
Sithspecter Posted June 11, 2008 Author Share Posted June 11, 2008 Nah, not yet. But don't worry, I'm still workin' on it. I just have to kinda balance out all of the stuff that I'm working on. Link to comment Share on other sites More sharing options...
Pikmin Posted June 11, 2008 Share Posted June 11, 2008 :D:D:D Oooh! Sweet! Awesome!!!!!!! This is probably the most amazing model mod that will ever be released. Link to comment Share on other sites More sharing options...
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