JCarter426 Posted April 6, 2014 Author Share Posted April 6, 2014 Show spoiler (hidden content - requires Javascript to show) I ran into some smoothing problems with the Duros and Bith. I imagine the same would apply to Sion and Malak, unfortunately. Ithorian head was a bust... looked like he was sucked through a vacuum cleaner. And I forgot Aqualish before... I think that should work too. A brief progress report of all the ones I've tried so far:Works Sullustan Rodian TrandoshanNeeds Work QuarrenSmoothing Doesn't Work Duros BithDoesn't Work Ithorian Now, regarding the ones with smoothing issues... that happens because MDLOps discards the data, and there is no tool to correct that like there is with the animations. But even without such a tool, this could theoretically be fixed by remapping the head. This isn't really my area, so I might include those heads anyway, so someone else could finish them. Link to comment Share on other sites More sharing options...
LDR Posted April 6, 2014 Share Posted April 6, 2014 I remember Dak Drexl being able to make a playable Duros head. You could take a look at his files here to see what you're missing. Nice work by the way. Go trandoshans! Link to comment Share on other sites More sharing options...
VarsityPuppet Posted April 6, 2014 Share Posted April 6, 2014 Well, I can't believe that worked... Show spoiler (hidden content - requires Javascript to show) I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can. Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything? I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up. Bout time someone started using the damn thing! (redrob too ) Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted April 6, 2014 Share Posted April 6, 2014 I remember Dak Drexl being able to make a playable Duros head. You could take a look at his files here to see what you're missing. Nice work by the way. Go trandoshans! As I recall it, Dax was only able to fake a Duros head; he morphed a Human head and then went with the fact that the Duros wore gloves to facilitate not having to retexture the outfits... You should know by now how much of what modders do is sneaky tricks, cheats, or fakes, man. At least, I know I've pulled around a dozen when working with you and ZM! Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted April 6, 2014 Share Posted April 6, 2014 Bout time someone started using the damn thing! (redrob too ) That was great, VP! Nice humor! Link to comment Share on other sites More sharing options...
JCarter426 Posted April 10, 2014 Author Share Posted April 10, 2014 Some more pictures: Show spoiler (hidden content - requires Javascript to show) Now for the progress report: Works Gran Quarren Rodian Sand Person Sullustan Trandoshan Smoothing Doesn't Work Bith Duros Weequay Doesn't Work Ithorian Selkath Smoothing Probably Wouldn't Work So I haven't Tried Aqualish Atris Jedi Malak Sion That weighting on the Quarren was a huge pain... but I got it. And because so many heads had smoothing issues and I knew the Gran wouldn't, I decided to do the Gran. In addition, there are several heads I made that I never released. These were ones that were simple hex edits, they had no animation issues, they were perfectly fine... I just didn't get around to releasing them. So I'm adding those to the pile. In total there are forty heads so far, and I believe I have twelve left to do (my Mandalorian and mercenary heads). Unless I'm forgetting some. Now I'll take a moment to explain how I'll be releasing this. In addition to the models I'll include some basic 2DA work - all the necessary head information in heads.2da as well as some lines in appearance.2da, just basic ones, one or two per head. If you plan to include my heads in a mod you'll likely have to do some further editing on your own, but this should at least help get you started. I did run into some problems with female heads. I don't know what the cause is, exactly, but when I apply a female superbody to a head, it becomes distorted. Keeping the male superbody for the head is fine, but with female animations on the body it looks really silly; the head is at an angle for the idle animation. So far I have only done one female head, a Sand Person, and they don't use the female superbody, so it's not a big deal; I had planned to use the Sand Person animations in place of the supermodel anyway. I don't know if I'll have this problem with the female Mandalorian or mercenary heads, but it's a possibility. In that case I'll apply male animations, as I had done when those heads lacked animations, for the same reason. Of course, you won't have to use the body models I include. But that's my suggestion. I do know how to edit the superbodies, so in theory I could make one with all the female animations but without the stupid head angle for the idle animation, but eh... I dunno if I'd actually do it. Animating... 3ds Max... bleh. Link to comment Share on other sites More sharing options...
L0ki194 Posted April 10, 2014 Share Posted April 10, 2014 Interesting... Sorry to ask and put more on your plate, but have you tried Kreia's Head model yet? Link to comment Share on other sites More sharing options...
redrob41 Posted April 11, 2014 Share Posted April 11, 2014 That might give Redrob41 a few more heads to work with, huh? It was always my intention to try something like this, but I couldn't find the time. I'm pretty happy that JC is cracking along on it Bout time someone started using the damn thing! (redrob too ) Hey, I've been using the HeadFixer for a long time now, and I'm damn glad you made it On topic: Now, regarding the ones with smoothing issues... that happens because MDLOps discards the data, and there is no tool to correct that like there is with the animations. But even without such a tool, this could theoretically be fixed by remapping the head. This isn't really my area, so I might include those heads anyway, so someone else could finish them. I'm still holding out hope that smoothing is just a yes/no stored somewhere in the mdx or mdl binary files. If it is, and we can find it, then a tool could be built (or add to the HeadFixer). The problem is that I'm just fishing around blind in the dark corners of hex editors As I recall it, Dax was only able to fake a Duros head; he morphed a Human head and then went with the fact that the Duros wore gloves to facilitate not having to retexture the outfits... You should know by now how much of what modders do is sneaky tricks, cheats, or fakes, man. At least, I know I've pulled around a dozen when working with you and ZM! Same here with Nindo Bahr for RoR. I used a bald human and moved the verts around until it resembled a Duro. That way, I could use Taina's method and it preserves the smoothing. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 17, 2014 Author Share Posted April 17, 2014 Been a bit busy working on... other things... writing, mostly. But here's some progress: Show spoiler (hidden content - requires Javascript to show) I had to do the weighting for the Mandalorians from scratch. I was forced to use the male animations for the female Mandalorians, too... but I think it works. Also I noticed there are slight smoothing issues with the Quarren's tentacles... but I'll release that anyway. Interesting... Sorry to ask and put more on your plate, but have you tried Kreia's Head model yet? I hadn't thought of that... but I don't think it would work. Now for the progress report: Works Gran Mandalorian Rodian Sand Person Sullustan Trandoshan Smoothing Doesn't Work, Releasing Anyway Quarren Smoothing Doesn't Work, Not Releasing (Yet) Bith Duros Weequay Doesn't Work Ithorian Selkath Smoothing Probably Wouldn't Work So I Haven't Tried Aqualish Atris Jedi Malak Sion Haven't Tried for Some Other Reason Kreia Oh, and yes, I'll be releasing red and gold variants of the Mandalorian heavy armor, as well. Link to comment Share on other sites More sharing options...
redrob41 Posted April 17, 2014 Share Posted April 17, 2014 Now for the progress report: Works Gran Mandalorian Rodian Sand Person Sullustan Trandoshan Smoothing Doesn't Work, Releasing Anyway Quarren That's great news So, are some of these heads going to have Mask and Goggle hooks? I realize that some would look kinda weird with visors sized for human heads (they might end up clipping), but others might work. It's something to think about, anyway. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 17, 2014 Author Share Posted April 17, 2014 Yeah, obviously the helmeted ones cannot have them... some might work, but I'm not going to try it yet. I'll leave that for a future update. So, progress: Show spoiler (hidden content - requires Javascript to show) And yes, I'll be including those armor textures as well. I think it adds up to four new heavy armor variants - the red and gold Mandalorian armors, and then two mercenary armors, one pictured above and one in black and green. Now, the final progress report: Works Gran Mandalorian Mercenary Rodian Sand Person Sullustan Trandoshan Smoothing Doesn't Work, Releasing Anyway Quarren Smoothing Doesn't Work, Not Releasing (Yet) Bith Duros Weequay Doesn't Work Ithorian Selkath Smoothing Probably Wouldn't Work So I Haven't Tried Aqualish Atris Jedi Malak Sion Haven't Tried for Some Other Reason Kreia All that is left is to set up all the 2DA files and the TSL Patcher. Next time you hear from me, I'll have the full release. Link to comment Share on other sites More sharing options...
Disturbed205 Posted April 18, 2014 Share Posted April 18, 2014 This is great! Sad that Selkath doesn't work, though Can Mandalore's head be detached like this (it might already be, I have no idea, excuse my ignorance on this matter)? Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted April 18, 2014 Share Posted April 18, 2014 I wonder, could you purposefully replace female animations on all the models to use the male ones instead? Because, let's face it, Obsidian dropped the ball on those. Especially considering female exile is canonical, and looks ridiculous with that waddle-running. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted April 18, 2014 Share Posted April 18, 2014 I wonder, could you purposefully replace female animations on all the models to use the male ones instead? Because, let's face it, Obsidian dropped the ball on those. Especially considering female exile is canonical, and looks ridiculous with that waddle-running. Should be possible. I've done it before though I feel like there was some weird side-effect. I think the heads end up with a sort of weird orientation to them. Makes me want to try it out now! Link to comment Share on other sites More sharing options...
JCarter426 Posted February 1, 2016 Author Share Posted February 1, 2016 Been a while... here's some stuff I've been working on recently. Show spoiler (hidden content - requires Javascript to show) The MDLOps update is a huge boon, so I've been playing around with it a lot. I've been going through heads one by one to update my modding resource for that, and I'm also working on something else... but I'm not prepared to show anything from that yet. And Sithspecter helped me figure out the particle system, so that's what's going on in picture #2. I made some water placeables. Link to comment Share on other sites More sharing options...
haveayap Posted February 1, 2016 Share Posted February 1, 2016 Been a while... here's some stuff I've been working on recently. Show spoiler (hidden content - requires Javascript to show) The MDLOps update is a huge boon, so I've been playing around with it a lot. I've been going through heads one by one to update my modding resource for that, and I'm also working on something else... but I'm not prepared to show anything from that yet. And Sithspecter helped me figure out the particle system, so that's what's going on in picture #2. I made some water placeables. Those water particles in No 2 look really nice Link to comment Share on other sites More sharing options...
JCarter426 Posted February 5, 2016 Author Share Posted February 5, 2016 Update concerning the heads: Show spoiler (hidden content - requires Javascript to show) I've confirmed that I can get my heads in K1 without starting over. When I tried it before, I got heads with no animations. I thought I would have to rig the whole thing from scratch for K1, but that's not the case. The problem I had before was due to a simple mistake in my process - specifically, the binary model MDLOps reads during conversion must be a head from the same game, or else the Head Fixer will not be able to fix the head later on. I was exporting heads for K2, then switching the box in MDLOps to K1 and running again... but nope, you can't do that. You have to swap out the binary model too for some reason. So, thanks to this development, the heads update will now be for both games! But I don't know when I'm going to get to it. And the K1 version will only include heads from that game's assets. But it's a thing that will happen. With that in mind, I'm bringing back the list: Original Heads for K2 Gran Mandalorian Mercenary Rodian Sand Person Sullustan Trandoshan Quarren Upcoming Heads for K2 Aqualish Atris Bith Duros Jedi Malak Sion Weequay Might Try for K2 Chadra-Fan¹ Vandar¹ Upcoming Heads for K1 Aqualish Bith Duros Jedi Malak Mandalorian Rodian Sand Person Trandoshan Might Try for K1 Chadra-Fan¹ Gran² Quarren² Vandar¹ No Plans to Try These Gamorrean Ithorian Rakata Selkath Wookiee ¹ I've learned how to make tiny body models... so I might have a go at it. ² I'm not sure about the quality of these. I recall them being of lesser quality, equivalent to the "lite" NPCs with blocky faces, in which case it wouldn't be worth the attempt. Anything not listed is probably something I forgot. If you think I forgot anything, let me know. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 5, 2016 Author Share Posted April 5, 2016 A little thing I've been working on: (This BBCode requires its accompanying plugin to work properly.) Link to comment Share on other sites More sharing options...
Xarwarz Posted April 6, 2016 Share Posted April 6, 2016 A little thing I've been working on: (This BBCode requires its accompanying plugin to work properly.) Kool mod there man.......and about your toolbox is there away to include the droid planet as warp to planet Link to comment Share on other sites More sharing options...
JCarter426 Posted April 6, 2016 Author Share Posted April 6, 2016 Oh, yeah, I could do that. I originally wrote the thing before the mod was out, but now that it is I can look up all the module names to include that as an optional thing. I'll make sure to add it to the next version. Link to comment Share on other sites More sharing options...
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