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Weapon model overhaul project


Toasty Fresh

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^its the model files that are the problem, not the item templates. The model format in TSL differs slightly from that of KotOR.

 

Most models that I've created from scratch work in either game without tweaking, but it could just be that I got lucky a couple times.

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Most models that I've created from scratch work in either game without tweaking, but it could just be that I got lucky a couple times.

 

I've tried just dropping everything into TSL's override but whenever any of the models show up ingame, whether it's when I equip it or when I view it at a workbench, it crashes the game.

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I've tried just dropping everything into TSL's override but whenever any of the models show up ingame, whether it's when I equip it or when I view it at a workbench, it crashes the game.

 

Well then, like Marius said, you need to run the models through MDLOps. Should be goo to go after that.

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I guessed as much.

 

This mod is still continuing development for those wondering after a day without updates, I feel I can slow down a little as I have most of the staple weapons released. I am still continuing and I will try to keep updates consistent but I'm not going to rush everything out like I have been doing. I've got the heavy repeater model done and should have it out and textured by the end of the week or earlier.

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  • 2 weeks later...
Hmmmmmm..... quite impressive...

 

But what's the polygon count on these bad boys? Imagine a room full of these suckers... things could get messy :/

 

Polycount in this day and age does not really matter. The only way it will really affect you is if there's like, several thousand instances of the model in one area, or if you're on a ten-year-old computer, even then it should still be playable.

 

These models don't have a very high polycount anyway. I don't think any of them go far over 500. Maybe some of the unique variants with scopes and stuff do.

 

EDIT: Also sorry everyone for seemingly abandoning this project. It's not really dead, I've just had a busy holiday and have had many new games to play and occupy my time. On top of that I'm about to start my final year of school. I'm not sure what kind of workload to expect when I get back to school but hopefully I have some amount of time to devote to this project.

 

When I'm done with Gears 3, Witcher 2, Assassin's Creed and Skyrim, that is :\

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  • 3 months later...

Hey guys! I'm back!

 

One hell of a hiatus, but I've decided to come back and try to finish this project. I've been modeling for most of the day, now I just have to refresh my memory and figure out how to import models into KoTOR again! :D

 

Started on melee weapons today. Vibrosword first up, meaning also the double-vibrosword will come soon after.

 

9OJtH.png

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a bit offtopic here:

do we have a classic short saber hilts replacement for kotor1? cause they suck, especcially then you use good ones for normal sabers and double ones.

 

I'm using some sort of saber replacement mod, can't remember which one, but I'm fairly sure it replaces the short blades. I'll try and find it when I have a moment.

 

Looks great! Tip of the blade looks a bit blunt, but I think that is just the angle.

 

It could be, but that is the base vibroblade model, which I'll base all the different variants off. The actual ingame default vibroblade will have a curved point, the Echani Foil will have a straight point, etc.

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I'm using some sort of saber replacement mod, can't remember which one, but I'm fairly sure it replaces the short blades. I'll try and find it when I have a moment.

thanky thanky, kind sir :) and glad to see you back at the mod table :))

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^Thankyou both :thmbup1:

 

I was hoping to have these released tonight but I'm having some trouble, it seems that the variants stay at the same (slightly large) scale and I can't change it at all, they all just seem to be too large compared to the default.

 

Maybe if I change the "scale" variable in the ascii MDL files?

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btw i had some suggestion some time ago to another moder, but maybe you'll look into that :)

about wookie blades, i think the TFU swords for all the wookie warriors looks way better that this blunt rail they have in kotor :)

 

here's pictures:

http://wikicheats.gametrailers.com/images/3/33/Star_Wars_Force_Unleashed_Vader_vs_Wookies.jpg

http://img695.imageshack.us/img695/396/wookieewarrior.jpg

http://images4.wikia.nocookie.net/__cb20110329205029/theforceunleashed/en/images/3/33/Wookie_Beserker.PNG

 

i hope you got the idea :)

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btw i had some suggestion some time ago to another moder, but maybe you'll look into that :)

about wookie blades, i think the TFU swords for all the wookie warriors looks way better that this blunt rail they have in kotor :)

 

here's pictures:

http://wikicheats.gametrailers.com/images/3/33/Star_Wars_Force_Unleashed_Vader_vs_Wookies.jpg

http://img695.imageshack.us/img695/396/wookieewarrior.jpg

http://images4.wikia.nocookie.net/__cb20110329205029/theforceunleashed/en/images/3/33/Wookie_Beserker.PNG

 

i hope you got the idea :)

 

Maybe when the base mod is done, I'd rather stick with the canon.

 

Oh also, with regards to your question about short saber hilts, unfortunately the mod I was using doesn't affect them :( Once again maybe I'll do saber hilts as well when everything else is out of the way.

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