disbeliever Posted September 8, 2009 Author Share Posted September 8, 2009 Get to it Link to comment Share on other sites More sharing options...
TheProphet Posted September 10, 2009 Share Posted September 10, 2009 Hello Moto Link to comment Share on other sites More sharing options...
Quanon Posted September 11, 2009 Share Posted September 11, 2009 Hey Doc! Link to comment Share on other sites More sharing options...
disbeliever Posted September 11, 2009 Author Share Posted September 11, 2009 So whats the deal with SS? I have read people telling him "good bye". Is he done modding? Link to comment Share on other sites More sharing options...
Quanon Posted September 11, 2009 Share Posted September 11, 2009 I guess, he stopped for the time being. Its been awhile since he posted anything on the forums or around here for that matter. I'd never say never though. Link to comment Share on other sites More sharing options...
disbeliever Posted September 11, 2009 Author Share Posted September 11, 2009 Ishe going to release the source for selyhron for someone to pick up, or is it dead in the water? Link to comment Share on other sites More sharing options...
TriggerGod Posted September 12, 2009 Share Posted September 12, 2009 Hes 'retired' from modding before, at least once since I've signed up (and we both signed up around the same time, so...), and hes returned to his modding not too long after (technically, he dropped his URM a couple times, but picked it back up) If SS can send me his source files, I can set up his URM, including my Desert Eagle (once I get it to export correctly. AND if I can get 3ds to work without re-installing it again. Long story short, my xp partition bit the dust, and that is what 3ds would work on.) and upload to KFiles. But for now, his mods will remain In Progress ad infinitum, or at least until he can fix his RL issues. EDIT: on a slightly more upbeat note, I've decided that I wanted to help Canderis in a Courscant mod. I decided to start on the Senate Rotunda. It'll be a GIANT area. (I'll be making it proportionately correct. At least 100 meters tall) Is it possible to create multiple walkmeshes and 'merge' them into the main walkmesh? Link to comment Share on other sites More sharing options...
Quanon Posted September 13, 2009 Share Posted September 13, 2009 You mean weld walkmeshes? Or chopping it up like they do in the games: I've done the "chopping" in my Aqualaris modules. It can be really bothersome to get the edge "jumping" to work. So far I had to delete my walls of the walkmesh, make extra edges where the "jump" takes place... etc. A lot of extra and often frustrating work. Though I think the game likes it more, plus shader effects and emitters seems to work as they should. I had some doubtfull and weird things happening when I just used one big walkmesh. Urgh, I really need to update my tutorials on the whole how to build a level for Kotor. Link to comment Share on other sites More sharing options...
disbeliever Posted September 15, 2009 Author Share Posted September 15, 2009 So is selyhron going to be abandoned? Will anyone pick it up? Link to comment Share on other sites More sharing options...
Quanon Posted September 16, 2009 Share Posted September 16, 2009 You know the anwser to that Link to comment Share on other sites More sharing options...
TriggerGod Posted September 17, 2009 Share Posted September 17, 2009 cliffhanger! Anyways, happy birthday to me. I doubt I'll get anything 3d related, but if I do, I just might post some results. Link to comment Share on other sites More sharing options...
disbeliever Posted September 18, 2009 Author Share Posted September 18, 2009 Happy bday trigger! Link to comment Share on other sites More sharing options...
Quanon Posted September 18, 2009 Share Posted September 18, 2009 Hey, hey Happy B-day! Monday its my tour God, time goes fast! Link to comment Share on other sites More sharing options...
TriggerGod Posted September 18, 2009 Share Posted September 18, 2009 Unfortunately, I wish time would go just a bit faster during school. >.> Well, as Quanon saw in my B-Day thread in Ahto, I got a cool pen pad. I hope to use that in any re-texturing (I found tutorials online) of any heads I might or might not do. although if I do, I'd have to re-map the heads. Oh, and since I never got an answer, I figure I might as well ask again. I asked if it was possible to give different model parts a new texture, as long as it had the same name length as the original texture. I could probably successfully re-do those eye textures, and give it a proper look (using SpecMap) without disrupting the textures of the original (Some have alpha channels for transparency) Oh and Q, I remember a while back, you posted some glowy pics of your underwater module, and you said it looked like that after you reinstalled. I know what you mean, I was playing MovieBattles the other day after reinstalling JKA, and its quite shiny-glowy. ;o Link to comment Share on other sites More sharing options...
Quanon Posted September 20, 2009 Share Posted September 20, 2009 Yeah, thanks to my 3D card drivers, I didn't have any "good" effects in the Kotor games. Shine and glow where a bit f**ked up. I did an update and had to do a re install, IIRC and all of a sudden its glowing madness On to your question: Yeah it should be possible to replace texture on the eyes, teeth, tongue and arms. They are all loose 3D objects contained in the SKIN; but they all share the same UVW map layout. Anyway via Hex editing you should be able to pull it off. That palette will come in handy Link to comment Share on other sites More sharing options...
TriggerGod Posted September 27, 2009 Share Posted September 27, 2009 Well, as I said earlier, I was working on the Senate Rotunda. After many hours of working (and I mean man-hours, the kind that equals about 4 days for each hour ), I've finally managed to finish it. I don't have any textures done for it, for right now its just materials. Show spoiler (hidden content - requires Javascript to show) Its quite poly heavy, at 200k+ polys (but thats the final estimate...) Link to comment Share on other sites More sharing options...
Quanon Posted September 27, 2009 Share Posted September 27, 2009 o_O Holy SHIAAAAAAAAAAAT, TG! How many times did you copy those silly floating seats/ boats? You know there was this kind of death match map made for Jedi Academy. To reduce the polies, they made the upper, unreachable rounds things, less poly heavy. Less smooth and stuff. Or is this just a fun at the side project Link to comment Share on other sites More sharing options...
magnusll Posted October 4, 2009 Share Posted October 4, 2009 I'm still alive. Maybe not working too much on Kaurora, due to AoC and CO (bad MagnusLL, no cookie! slap! ), but still alive.... On a semi-related note... is anyone going to try the Kotor MMO? It's tempting, being developed by Bioware, but EA is the one pulling the strings now and well... Link to comment Share on other sites More sharing options...
disbeliever Posted October 5, 2009 Author Share Posted October 5, 2009 I will most likely try the free period, but I doubt I would pay a monthly fee for it unless it is something exceptional. The more I read about it the more it is described as a multiplayer kotor that you can play alone rather than an MMO. Which is good for me since I hate MMOS Get us some lightmaps Link to comment Share on other sites More sharing options...
TriggerGod Posted October 5, 2009 Share Posted October 5, 2009 If there is a monthly fee, I, like dis here, will only try the free period, if I like what I see in the post-release screenies. I personally don't like the art style they have, and it looks like they're sticking to it. It looks... cartoony. In fact, and I can't believe I'm actually saying this, I think that the models in the original KOTOR and TSL are more realistic than... that. Link to comment Share on other sites More sharing options...
disbeliever Posted October 6, 2009 Author Share Posted October 6, 2009 I agree based on the latest movies and screens of the game trigger. I will hold out hope for a true kotor 3 one day if this fails ::cough cough like galaxies cough : Link to comment Share on other sites More sharing options...
TriggerGod Posted October 8, 2009 Share Posted October 8, 2009 Well, the past few days, I've been thinking about TFU and Crysis. There is no doubt that Crysis's models are high poly, but I recently came across a bit of info that made me rethink the idea that TFU had high poly models. While surfing through crysis's textures, I found several normal maps, mainly for weapons, and I noticed the extraordinary amount of detail they added. Then, while browsing Filefront's JKA Forums, I found that people think that TFU's models aren't exactly hi-res, but its really normal maps that add detail. So, I got to thinking, and its never good when I do that. Anyways, after looking through the web, I found some tutorials involving normal maps, and I found out that 3ds Max can make a normal map using the handy-dandy Render to Texture feature that Quanon pointed out to me in my WIP thread back when I first got 3ds. Using a normal map, and the render to texture feature, I can hopefully add unparalleled detail to heads, creatures, everything. I'll be trying to accomplish at least one on the weekend, and show some results. Link to comment Share on other sites More sharing options...
Quanon Posted October 10, 2009 Share Posted October 10, 2009 Hmm, any idea how you'll make K1 or TSL use those Normalmaps. If you're looking to create some real nice Normalmaps, you might look into Z-Brush. Its a tool designed to do insane high detail models: its really good for organic lookings stuff. Skin, folds in cloth etc... I got a version, but boy! Cant' work with it, its bit of a weird program Hey, Magnuss! You're still around ^_^ Oh, I'm not sure what to think of Biowares Kotor MMO. Not a fan of MMO's, they lack story most of the times, though I do enjoy exploring. But we'll see when it gets released Link to comment Share on other sites More sharing options...
TriggerGod Posted October 10, 2009 Share Posted October 10, 2009 Hmm, any idea how you'll make K1 or TSL use those Normalmaps. I won't be doing any fancy model or hex editing, I'm just going to be using the Render to Texture feature. Which, if I use while I have the standard texture and normal map applied, will combine the two into a singular texture, where there will be detail without the use of the normal map ingame. If you're looking to create some real nice Normalmaps, you might look into Z-Brush. I too, have my own copy, but its only trial and I can't figure it out I did see someone on the JKA forums make a nice looking revan model (Hi-Poly zbrush version and a low-poly ingame version. Not released yet, unfortunately... I think he's working on getting the entire model weighted.) using zbrush, so I know what to expect from that program. But my research shows that unless I do a lot of configuring 3ds, I won't be able to use normal maps using the nvidia normal map generator thats included with the dds importer for photoshop, or zbrush. I'll only be using the normal maps made by 3ds. Link to comment Share on other sites More sharing options...
Quanon Posted October 10, 2009 Share Posted October 10, 2009 Well thats one way of doing it Though, certain textures in the kotor games do have a normal map. I think it must be done through a TXI file. No idea what could be in the TXI, but for the TARGAs to be used as lightmaps => That gets done aswell in a TXI file. Strange stuff... Link to comment Share on other sites More sharing options...
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