JCarter426 Posted December 6, 2011 Author Share Posted December 6, 2011 The chairs appear to be... well, too damn big. I tried having Atton sit down and do his Ebon Hawk animation, and he clips right through it. Now, the chairs are part of the model, not placeables. 3ds Max and I do not get along - and I can probably cheat with camera angles for what I'm doing anyway - but if anyone wants to make this area fully operational, I suggest starting with the chair models. Although, it occurs to me that the walkmesh for that part could be raised... it would mean his feet would be off the ground, but he'd be at level with the chair and the controls. I may work on this further. Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 6, 2011 Share Posted December 6, 2011 Absolutely! If you have the time, I'd suggest doing it for the 231 shuttle as well. I think all you'd need to do is just change the skybox, since it's essentially the same area. Easier said than done, unfortunately: it appears there isn't a 231tel skybox texture to do this with. What you get if you load up that area model in place of 261telf is: The skyboxes may be changeable using the Ebon Hawk skybox changing script function, or it may have to be done manually, either with placeable skyboxes, or by creating different reskins of the same module. Link to comment Share on other sites More sharing options...
JCarter426 Posted December 6, 2011 Author Share Posted December 6, 2011 Hmm... I had noticed that the 231 shuttle and its associated files seem to be less incomplete than 261's. The Ebon Hawk skyboxes are room animations, and I thought it wasn't possible to create new ones. But theoretically you could just duplicate the module and use a different texture for the skybox - and getting the a new texture wouldn't be too hard. EDIT: Oh, never mind, placeables... that could work. Easy to create or delete those. Hmm... Link to comment Share on other sites More sharing options...
Fallen Guardian Posted December 6, 2011 Share Posted December 6, 2011 If the shuttle is to be used for the scene when the party crash on Telos you may want to use the animated Ebon Hawk lightspeed skybox and reskin it as a new skybox of Telos sky and ground speeding by, although the quality of the result may depend upon how often the animation repeats upon itself. And great find, I look forward taking a look at it in-game. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted December 7, 2011 Share Posted December 7, 2011 Hmm, there are a couple other places this could be used, you know. Wherever there's a shuttle being used basically... Good to see that someone finally made use of that model. Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted December 7, 2011 Share Posted December 7, 2011 I think this is, despite my reservations using the word, awesome! Nice turnaround time there, DI Great find JCarter... I find it interesting that there is a significant difference in the two cockpit interiors... There is an extra protruding channel of some sort along the upper side walls in the second module.... And brighter lighting it appears, although that could just be the shot. Very cool Link to comment Share on other sites More sharing options...
Quanon Posted December 7, 2011 Share Posted December 7, 2011 Wow, nice work you guys! Looking at the quality of the textures used on that smallish cockpit I think this is a sort of cinematic module only... There's certainly some normal mapping business happening to make it look that good O_O Ofcourse it's another little extra modders can use. Very nicely done, bravo! Link to comment Share on other sites More sharing options...
Zhaboka Posted December 8, 2011 Share Posted December 8, 2011 Oh, god, that is beautiful. Will fit very nicely into mods. Link to comment Share on other sites More sharing options...
90SK Posted December 8, 2011 Share Posted December 8, 2011 Oh, god, that is beautiful. Will fit very nicely into mods. Ditto, this has become wicked sick, many thanks to all involved in resurrecting this resource. Link to comment Share on other sites More sharing options...
JCarter426 Posted December 10, 2011 Author Share Posted December 10, 2011 Well, I tried editing the walkmesh but my results were not satisfactory. Either it would fail to export, giving me an error message claiming "sanity check failed" - it's right about that - or it would go through but the walkmesh would be broken in the game, throwing me into a singularity at certain parts. I'm not sure whether this is due to my poor 3ds Max skills or some eccentricity of the walkmesh format - it is known to be very temperamental - or quite possibly both. But I've found a way to get around it - as you can see here and here. It doesn't look too good from the side, however. In any case, I've determined that it should be raised approximately 0.22 game units - or 22 units in 3ds Max - in case anyone else wants to give it a try. I'm willing to help out in any way I can... well, any way that doesn't involve me using 3ds Max. Link to comment Share on other sites More sharing options...
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