Jump to content

Home

Trigger's WIPs


TriggerGod

Recommended Posts

  • 3 weeks later...
  • Replies 309
  • Created
  • Last Reply

Well, I have a couple updates.

 

1) I made a Dopak reskin. I based it off of my own appearance. Right now, I only have renders of it in 3ds max. I still have an extra part to do: add the CM_Bright shader to the eyes. Some of the people I know have said that my blue eyes glow, in a way. Since my blue eyes glow, wouldn't it be fair to say the yellow of my sith eyes should glow too? :p

LS:

Show spoiler
(hidden content - requires Javascript to show)
dopak.png

DS:

Show spoiler
(hidden content - requires Javascript to show)
dopak_DS.png

 

2: Armor reskins. So far, I have the male of the H set of armor. I didn't nothing involving recoloring, no retextures whatsoever, thats going to come a bit later. All I've done right now is add some lighting effects, (the same effects I used on Atris reskin, and my PFHC06 reskin) then redid the alpha channel.

Show spoiler
(hidden content - requires Javascript to show)
armor.png

The differences may be immediately noticeable for some of them, (the first one) but hard to distinquish for others. (fourth, the golden one)

 

Now, speaking of my Atris reskin, I still need help. I have edited appearance.2da and hex edited Atris's model to use the new textures. I just need help with a script that'll change Atris to her new model when a certain dialog is run

Link to comment
Share on other sites

is that some sort of light bloom effect you're putting on? it's quite glowly. and pretty.

 

oh, and while you're doing dopak, i don't suppose there's any chance of replacing his bumfluff beard with something a bit more sensible is there? :xp:

Link to comment
Share on other sites

Thanks all. :D

 

Wow, the eyes on the LS head looks like the Vampire eyes from Underworld.

Yeah, some people have also said how my eyes are similar to those eyes.

 

is that some sort of light bloom effect you're putting on? it's quite glowly. and pretty.

Basically, yeah. I might write a little photoshop technique on doing that (and maybe other stuff)

 

oh, and while you're doing dopak, i don't suppose there's any chance of replacing his bumfluff beard with something a bit more sensible is there? :xp:

 

This Dopak keeps his beard, but there is always the chance that I'll remove his beard and give him a light beard. ;)

Link to comment
Share on other sites

Well, I just got K1 (and the rest of the games that was in that best of PC pack), and so, start expecting mods for both games from me now. :)

 

In fact, I've already started. Just last night, I reskinned the Tatooine Desert.

 

Show spoiler
(hidden content - requires Javascript to show)
Tatooine-Desert-new.jpg

 

Since that's so good, I've decided that my first K1 project will be to reskin Tatooine (at least the desert area and the Anchorage area, I'm undecided on the Sand People settlement and the Krayt Dragon cave)

 

And I will definitely see what I can do with that horrid skybox...

Link to comment
Share on other sites

It doesn't. It does look faux-bumpmapped.

 

You're saying that like its a bad thing. I personally would want a desert that looks like its been there for a while, so there is going to be the depth I added with the 'ripples.'

 

If you're talking about the effect on the grains of sand, it also adds a bit of depth, and I think it looks good. It produces the desired effect.

Link to comment
Share on other sites

It doesn't look like there's any depth there, though; it looks like its made out of papier-mâché.

 

And generally in the desert, the sand doesn't stay in one place long enough to look like that. There's a thing called the wind.

 

You may think it looks realistic, but it doesn't. Having spent a fair amount of time in the Sahara, I do know.

Link to comment
Share on other sites

It doesn't look like there's any depth there, though; it looks like its made out of papier-mâché.

 

paper mache

 

I don't see any hard creases/air pockets in my texture, or in game.

 

 

And generally in the desert, the sand doesn't stay in one place long enough to look like that. There's a thing called the wind.

...that's how I made it. If you didn't notice, there is a little bit of shading on there. The darker parts are the parts that are on the opposite side of the sun, while its lighter while its facing the sun. (which, now that I think about it, I might have it facing the wrong way.)

 

Short of modeling a new area with more realistic sand, that's as close as I'm going to get.

 

You may think it looks realistic, but it doesn't. Having spent a fair amount of time in the Sahara, I do know.

You aren't the only one. I just haven't been in that specific desert, as I don't necessarily have the funds to fly myself to that region of the world to see that desert. I'd say my texture looks accurate to what I remember of my trip.

 

If you think you can create a more realistic desert that you believe looks better and more realistic than mine, be my guest. Or, if you have tips to help me make mine better and more realistic, I'd also appreciate it. :)

Link to comment
Share on other sites

Hmmm, I'm in with DI, its a bit to strong of an effect to be on a texture.

A normal map would do wonders, but we can't use that in Kotor.

 

It just yells Bevel&Emboss effect to me somehow.

But to give bit more constructive critics:

 

Less saturation on that yellow-brown.

Lighter shadows.

 

Thats all I would alter to it really.

But thats taste and what you like; highly debatable without end :p

Link to comment
Share on other sites

Well, in between all my mods, I've started a new one, using a great model that is, IMO, relatively under-used. I'm going to remove the helmet from the Sith Commando armor, (like the soldiers you fight in the Trayus Academy in TSL) and I'll allow them to be worn. I've already found a roadblock to my mod, which I hope to overcome in the next few days.

 

I just have a question pertaining to that: I've read in a few posts (by oldflash) that said you can add verts and polys, as long as you weight them properly, but what if I added some extra polys, but no new verts? Would I follow the same steps, sans the weighting?

 

Now, I'll post some pics. I'll be including the original 3 found in the game files (white, dark gray, and red) with an edited alpha channel, (OH GOD THE SHINE) along with some edited textures. Here they are:

 

Sith Infantry/Footsoldier:

Show spoiler
(hidden content - requires Javascript to show)
sith_infantry.png

 

Sith Captain:

Show spoiler
(hidden content - requires Javascript to show)
sith_captain.png

 

Black Ops/Spec Ops:

Show spoiler
(hidden content - requires Javascript to show)
sith_black-ops.png

 

Sith Recon:

Show spoiler
(hidden content - requires Javascript to show)
sith_recon.png

 

Sith Lieutenant

Show spoiler
(hidden content - requires Javascript to show)
sith_lt.png

 

Still working on some extra skins for this model.

 

And the Helmet will be a separate helmet, won't be included in the body (technically, it will, but it won't be visable...) skins.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...