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Bob's mod-ideas


Bob Ta'aar

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I'm so glad you're doing this! Like you I played around with this alien heads thing a while back (here) only to find no good way of making it fully possible.

 

But we can do it now :) But anyway I'm really glad you're taking up this task. Can't wait to play as a Rodian!

 

Also, are you planning on making a few head options of each species (reskins) or just having one of each? Some of the game models, like the Rodians, already have multiple skins anyway so it'd just be a re-naming thing for most of them.

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I'm pretty sure that I'm gonna make some custom variants of those heads. A custom Zabrak, Devaronian and female Twi'lek are already in the pipe.

 

But for now, I'm gonna focus on making the standard heads playable, which is a sufficient task in itself. First I gotta chop the head from the body and tweak it, so it'll work as a head-model, then I gotta reshape the neck to match a human body and finally I have to set the Mask- and Goggle-helpers right (which is essentially a trial-and-error thing, after which I have to compile the head each time with VPs method to see ingame, how the result looks). And that's for every alien.

And them I still need underwear-models and darkside-transition (any good skinner wanna help?) as well as to set up the TSLPatcher, so the head can be used as new ones and won't overwrite anything.

 

So far, I've only done the Weequay and the Aqualish, so I'd say I'm about 10% done (for all you percentage-lovers out there ;)).

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Awesome, I think you are getting the hang of this idea. Good work, you have my download when you realease.

 

QFT This will have a permanent override folder spot once you are done. Congratulations on such great work :)

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thanks, folks, and sorry for the slow speed, I've lots of real-life work at the moment ;).

 

btw. I was working on the Bith-head the other day and for some reason my first compilation of it hasn't got the animations. can anybody who has a safegame somewhere where there's a Bith around confirm, whether or not they have a 'normal' animation of the neck-movement, or if they got kind of a stiff neck (I figured that this might be the case to have them match their instrument, they're holding when playing in a cantina).

The model is also missing a part, that all the other models I worked with so far have in he neck area and has tons of strange animations at the end of the file. I haven't seen those in any other model-files.

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It's missing a bone. necklwr_g.

 

In order for the animations to work, they have to be linked correctly.

 

and that's torso_g > torsoupr_g _ necklwr_g > neck_g > hturn_g. etc

 

Thing is, the Bith head is totally missing the necklwr_g bone, it skips right from torsoupr_g to neck_g. You're going to need to add that bone in there somehow if you want it animated.

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well, coudn't get that bone-business straight yet, so any advice on how to add a necklwr_g bone to the Bith head would be welcome.

 

got the Duros-head done now though. it's fully working, although most goggles are just too tight for that old bubblehead. I think it'll be a good idea to make my heads compatible with the no-headgear mod ;).

 

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I know this would be more work, but you should modify the body models too so they match up with the alien heads. You know how the Duros have the hunchback kind of stature, and three fingers too, I think. I suppose you would have to make a model for each alien with a different stature, but that would be quite alot of work. I suppose you could use the same model for Duros, Rodian, Bith and Gran (Sullustan too), since they're all pretty similar in size.

 

EDIT: Okay, scratch that. I guess according to Wookieepedia anyways, Duros are about 1.7-2.2 meters in height, so at least as tall, if not taller than humans.

 

For the taller ones like Weequays, Trandoshans, Devaronians, etc...

 

But I suppose I'm getting ahead of myself, you should probably finish the heads first :p

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wow; amazing to see these previously full-body models be able to use any regular outfits :) Out of curiosity, will they be open source for other modders after they are released?

absolutely. I'm actually thinking of releasing just the heads once I've got them all done for modders who might wanna use them somehow.

 

Making matching bodys and good dark-side transition will be the second big step.

I'll definitely try to make matching underwear-models for all the alien heads. I don't know how easy it is to change the size of body-models (has that even been tried before?). But unless there's an easy way to change the size of all models rather than making a new one for every single armor-item, I think I have to stick with the human-body models.

There are several canon-appereances of Duros with 5-fingered hands though and also much less hunched-over stature (for example Cad Bane in the animated Clone Wars series).

 

If anybody wants to help me with the skinning (underwear & darkside transitions), I'll gladly accept, as I don't like skinning too much, mostly, 'cause I'm not really that good at it ;).

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well, next one up, the Gran ... this guy has one huuge thing of a head ;). So, again it would be handy to know how to rescale a model, if that's possible at all! Any suggestions?

 

also, for some reason the game won't display his ears. they're there with texture and all in NWMax. but ingame the head's just got a transparent hole on both sides.

 

with the Gran I think I'm gonna leave the headgear away anyways, as with his three eyes most of them just don't make sense/don't fit. but I also found out that both masks and goggles are at the place where the gogglehook is ... which leaves me wonder what good the maskhook is for at all!

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Well heads are easy to rescale since they are one piece. Just select all the verts and select the "select and scale" tool (90% sure that's what it's called) at the top toolbar. Then just drag it down with all your verts selected and you'll see your head magically shrink.

 

Watch out though! A lot of the time eyes, teeth, and the like don't shrink down with the rest.

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there are large body-models? hm, I gotta give that some investigation then, I guess.

rightnow, I'm just getting the other heads done.

 

Nikto:

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(I know, the neck is a bit wierd, but the hood is just part of the head-structure, so I don't know whether it could be removed at all. It could be reskinned to skin-color, I guess and the head accordingly reshaped, but there are not that many vertexes in the neck/chin area to work with in the beginning.)

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Quarren:

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I have now fully working heads of Aqualish, Duros, Nikto, Quarren & Weequay.

 

The Bith-head is animation-less due to the missing necklwr_g-bone, but VP offered me to look into it.

The Gran-head won't display his ears for some reason and is preeetty big.

Left to do: Rodian, Sullustan & Trandoshan.

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well, separating the heads is the easy part. now that I know what to do, it takes me less than an hour to chop off the head from the body, adjust it and add headgear-helpers ... that is, if all goes well ;).

the ones that don't work so well and the underwear-bodys will take longer, I think.

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Looking good!

 

With the Nikto I would say you or someone else can reskin the parts of the head where there is a hood. Even if the reskin could be done to design the hood different so it would not wrap around the neck since that would be the main issue i see.

 

Keep up the great work!!

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I'd set the selection tool for edges, then use the "extrude edge" tool. You should be able to select all the edges of the neck hole, and drag them, creating new polygons and verticies. You'll probably have to adjust the xyz coords individually after that.

 

There are plenty of tutorials here and on the ol' internets :D

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