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Kainzorus Prime
07-21-2006, 10:27 AM
Here is the list of things i've been working on lately, screens coming up soon.

- Malak's PC Head v2.0 - 95% complete.

- Episode 3 Clonetrooper armors - 90% complete.

Kainzorus Prime
07-22-2006, 08:18 PM
*Update*

At the moment only thing i can show is practically finished head for Darth Bane.

http://img83.imageshack.us/img83/8600/banewipte8.jpg

Pavlos
07-22-2006, 08:21 PM
Hmm... looks interesting. Keep it up!

Kainzorus Prime
07-23-2006, 07:15 PM
*Update*

Jedi tunic WIP shot.

http://img56.imageshack.us/img56/7251/tunicwiptw3.jpg

jonathan7
07-23-2006, 09:07 PM
jedi tunic is looking good bro, keep it up!

Dirtnose
07-24-2006, 07:00 AM
Amazing Jedi Tunic :)

Kainzorus Prime
07-24-2006, 05:10 PM
*Update*

http://img128.imageshack.us/img128/3203/tunicszx2.th.jpg (http://img128.imageshack.us/my.php?image=tunicszx2.jpg)

Click on thumbnail for larger pic.

Upper left - Kenobi 'Revenge of the Sith'
Upper right - Skywalker 'Attack of the Clones'
Lower left - Skywalker 'Revenge of the Sith'
Lower right - Windu 'Attack of the Clones'

I have replaced unused male Darth Revan armor model with those.
You will be able to get them via cheats, or buy them on Dantooine in salvager camp.

Kainzorus Prime
08-02-2006, 12:17 PM
*Update*

Additional fixes for arms and back are in progress.

Note, that character's both eyes are white. It just happened character closed then non-crippled one.

http://img281.imageshack.us/img281/4709/banewipze2.jpg

Kainzorus Prime
08-08-2006, 12:01 PM
*Update*

First two of upcomming Episode 3 Clone Armors. With help of Mono helmets will become avaiable as headgears.

http://img386.imageshack.us/img386/1845/thiregreevz4.jpg

Kainzorus Prime
08-11-2006, 08:45 PM
*Update*

2 new variants, 501st Legion and default.

http://img95.imageshack.us/img95/2930/p2501jb6.jpg

Comments and feedback welcomed.

Pavlos
08-12-2006, 06:02 AM
Looking nice! :)

one_must_fall
08-12-2006, 12:05 PM
great job don. i've been wanting someone to make a 501st armour.

Kainzorus Prime
08-13-2006, 06:16 PM
*Update*

Last of regular trooper armors, 212th Attack Battalion and 7th Sky Corps.

http://img123.imageshack.us/img123/2258/2127thjv2.jpg

Next update will feature armors of Commander Cody, Commander Bly and Commander Deviss. However, as there are no similiar models (no model is bulky enough and has kilt - Zeiston Sha isnt the option) so their shape will be a bit off than movie counterparts.

Kainzorus Prime
08-23-2006, 07:17 PM
Now here's something done spontaneously. I tought ill make one of those "personal" robes, but it ended up as these two - Herald of Darkness and Guardian of Light robes. Thanks to Stoffe, they are scripted to appear in your quarters locker on Habringer, based on your alingment.
http://img205.imageshack.us/img205/2722/pcgmhodot6.jpg
http://img204.imageshack.us/img204/5271/pcgmgolbi2.jpg

akuma7802
08-23-2006, 07:49 PM
wow those r nice i am working on a suit of armour like that was worn durning the midevil times.

Darth Dragoon
08-24-2006, 07:05 AM
i love the herald of darkness and guardian of light robes! how the hell did you make them?

Kainzorus Prime
08-24-2006, 07:08 AM
Skill, practice and Gimp program.

Darth Dragoon
08-24-2006, 07:15 AM
can you please tell me where i can find GIMP?

Kainzorus Prime
08-24-2006, 07:16 AM
http://gimp-win.sourceforge.net/stable.html

Assuming you have windows, you need first 2 downloads.

goldberry
08-24-2006, 07:39 AM
This is looking great Don. I hope it turns out as well as it seems to be.

Addlcove
08-24-2006, 07:40 AM
Skill, practice and Gimp program.


wauv! could you please use your webskills to upload those to somewhere downloadable? :)

they are freaking amazing!

are they armor part upgradeable, what are the stats?

Kainzorus Prime
08-24-2006, 09:10 AM
wauv! could you please use your webskills to upload those to somewhere downloadable? :)

they are freaking amazing!

are they armor part upgradeable, what are the stats?

They will be downloadable soon, I'm just having trouble with Harbinger spawn script.

They are upgradeable as any regular Knight/Master robes, and base stats are as follows:

Guardian of Light
Restricted to PC
Restricted to Light Side
Defense Bonus: 10
Damage Immunity: Energy 50%
Regenerate FP: 5
Attribute Wisdom Bonus: +4

Herald of Darkness
Restricted to PC
Restricted to Dark Side
Defense Bonus: 10
Damage Immunity: Energy 50%
Regenerate FP: 5
Attribute Strength Bonus: +4

Addlcove
08-24-2006, 09:18 AM
They will be downloadable soon, I'm just having trouble with Harbinger spawn script.

They are upgradeable as any regular Knight/Master robes, and base stats are as follows:

Guardian of Light
Restricted to PC
Restricted to Light Side
Defense Bonus: 10
Damage Immunity: Energy 50%
Regenerate FP: 5
Attribute Wisdom Bonus: +4

Herald of Darkness
Restricted to PC
Restricted to Dark Side
Defense Bonus: 10
Damage Immunity: Energy 50%
Regenerate FP: 5
Attribute Strength Bonus: +4

Don't know if it's possible but why not make them dependant on your class?

Guardian +4 strength
Sentienel +4 Dexterity
Consular + 4 Wisdom.

can you do that on one robe, or would you need to make 6 different ones? and give on that basis?

E.g.

Sith Guardians - Harbringer of Darkness
Jedi Guardians - Guardian of Light
Sith Sentinels - Harbringer of Darkness
Jedi Sentinels - Guardian of Light
Sith Consulars - Harbringer of Darkness
Jedi Consulars - Guardian of Light

might be a bit too complicated though :) but I wouldn't know, I got the ideas, but lack the skills for modding

Ghost Down
08-24-2006, 10:21 AM
w00t! Those robes are frickin awsome! I really like the Herald of Darkness!

Btw. Could u also release the head?

- Ghost Down

Kainzorus Prime
08-24-2006, 10:30 AM
Possibly in later time. Its just Sith Apprentice head with various parts of Uthar tatoos.

What im gonna add very soon is also robe for neutral players, "The Scion of Balance".

lord ignarn
08-24-2006, 10:35 AM
Oh my god! Those are great mods, Both the clone troopers armors and the robes, they are really cool! I allways have wanted those armor for the game. By the way, could you do the armors that wore the clone commandos in "clone wars"? (Those in blue and white)

Kainzorus Prime
08-24-2006, 10:42 AM
Provide me the picture and i'll be able to tell.

Kainzorus Prime
08-24-2006, 06:27 PM
Here goes last robe in the pack, only for neutral aligned characters - The Scion of Balance. Stats, same as other two, except bonus attribute is constitution in this one.

http://img214.imageshack.us/img214/1299/sobpcgmkh6.jpg

Darth Dragoon
08-24-2006, 06:33 PM
Fantastic!!! Is there any tutorials of GIMP?

Kainzorus Prime
08-24-2006, 06:35 PM
www.gimptalk.com <---Mainly about doing signatures. What i've done here are premade textures (read: used with permission) placed correctly over TSL models.

Addlcove
08-25-2006, 02:51 AM
you will need to either darken the forefront of the "kilt" or smooth out the edges, the "pixellines" are clearly visible in the neutral one

Darth Dragoon
08-25-2006, 07:49 AM
where can i find these Textures on the site? what are they under?

Kainzorus Prime
08-30-2006, 08:22 PM
Dun dun dun...

W.I.P shot, does he remind you of someone?

http://img83.imageshack.us/img83/8366/74gu8.jpg

Since actual Jedi Malak's head cant be separated without screwing facial animations, i decided to make one from Bald Asian head. I did however, use Lord LaForge's head with remodeled nose (And if someone could make ears smaller, it would be good while using Inyri's Malak jawguard).

Inyri
08-30-2006, 08:57 PM
That's actually rather impressive :).

Ghost Down
08-31-2006, 05:48 AM
Awsome work DK! ..Awsome!

- Ghost Down

Dirtnose
08-31-2006, 05:55 AM
I cant wait for the Clone Trooper Armours they Look Amazing!

Kainzorus Prime
08-31-2006, 09:26 AM
"I wonder what would have happened, if our positions had been reversed Revan..." - Malak

Yeah right...now you will be able to answer that. Fully finished normal head from different angles, DS transitions coming soon. Only bad thing about the head is that ears are too big for Mask and head would be best used with it. (see the screen) So if anyone can make quick fix and make ears smaller, or simply closer to head it'll be appreciated and credited. Be aware however, that i've been using head model that was already altered - This one (http://www.pcgamemods.com/mod/18147.html) - so if you would like to help and alter ears, use head from the linked mod for it.

http://img458.imageshack.us/img458/1756/fulllspc6.jpg

Darth Dragoon
08-31-2006, 10:40 AM
when can you upload? your mods are great!

Kainzorus Prime
08-31-2006, 03:12 PM
When it's done.

And It will be done soon, here are darkside transitions.

http://img391.imageshack.us/img391/571/transitgn7.jpg

Pavlos
08-31-2006, 03:40 PM
Your Malak is really quite impressive. Bravo!

I think that will find a way into my override folder upon release.

Ghost Down
09-01-2006, 03:07 AM
*drool* :bored:

Btw. Whould it be possible to add some Sith eyes DK?

- Ghost Down

Kainzorus Prime
09-01-2006, 06:23 AM
Maybe as alternate skin, but i honestly despise sith eyes on malak. It looks like his eyeballs will pop out in a second.

Kainzorus Prime
09-02-2006, 03:40 PM
First of things that will be included in Booster Pack for Malak PC - updated head textures, old above, new below (I knew something was off about tatoos in first version).


http://img232.imageshack.us/img232/9886/onet9.jpg

goldberry
09-02-2006, 06:19 PM
Sith eyes really don't look that great. Malak looks like a moron.

Kainzorus Prime
09-02-2006, 06:27 PM
Not allways. I currently have a mod that adds more menace to his regular orange eyes, and doesnt change them into sith ones at all.

http://www.pcgamemods.com/mod/17562.html

You will clearly see it during destruction of Taris cutscene

Ghost Down
09-03-2006, 04:36 AM
Heh, no offence. But I like the old tattoos alot more.. :/

- Ghost Down

Kainzorus Prime
09-03-2006, 07:45 AM
Well these are far more accurate compared to actual Malak (look on swk banner on top of page).

goldberry
09-03-2006, 07:46 AM
That is a real improvement I feel. Your modding has really seemed to take a leap since I've been away :D . I'm glad to see that it's only my modding skills that have diminished.

Lucied
09-03-2006, 03:28 PM
so is it possible o have this head for TSL

Kainzorus Prime
09-03-2006, 03:53 PM
Maybe if placing texture on Bald black head with facial hair, but width of the nose would probably made it odd.

Additionally I can tell you what is planned to be included in the booster pack:

- New head textures
- Mandalorian Wars and Jedi Civil War garments.
- few other items (usual, implant belt and maybe saber with new model)

As for garments, Ill give you info I got from Kha.

I don`t know if I`ll have enough free time to help you... I've got myself into too much stuff already! O.o

I haven`t seen Malak`s mesh, but I think it is easier to remove the head, scale the body down though will give much more work because the bones can not be scaled, the mesh will have to be merged with another base with less taller bones, propably the male PC clothes or underwear.

Making the pockets from Carth`s Jacket flat is easy, actually there is a tutorial by Svösh that teachs exactly that. But me being a obsessed Carthoholic I wouldn't like to see Carth's jacket in Malak, so I'm not going there. I don't mind you using the pants and boots meshes of that model, as long as you change the texture.

Ill be flattening these pockets myself, but its up to Kha, when and if the mandalorian wars garments will be done.

Ghost Down
09-04-2006, 09:14 AM
Cool, so any idea when the Booster Pack will be released? ..You could ofcourse release the head update and the item pack ..And later when Kha is finished you could release the robes ;)

- Ghost Down

Kainzorus Prime
09-13-2006, 11:22 AM
Long time no post eh? Blame school folks.

Anyway, with some free time i've managed to put *very* early version of Sith Lord's Garments for Malak Booster Pack (referred to as MBP from now on). This one will replace Darth Revan's robes you construct you-know-where. The model will only be usable with Malak PC unless you fiddle around the appearance on your own. Without further rambling, screen of alpha version:

http://img46.imageshack.us/img46/5241/slalphaml5.jpg

As you see the model isn't yet altered and texture transition isn't smooth. But hence its called alpha version. Oh yea one other thing - there will be alternate texture for Star Forge variant of course.

Kainzorus Prime
09-14-2006, 04:05 PM
Another update to the outfit, already using modified (tough some things still will be added) model (credit to Kha for original one and big kudos to Darth DeadMan for editing) practically fully retextured and envmapped in some places.

http://img466.imageshack.us/img466/6796/2ndvt3.jpg

More to come.

Ghost Down
12-26-2006, 05:18 AM
Any updates?

- Ghost Down

lactose_
12-26-2006, 10:31 AM
I've been looking forward to this one too!

If the final version is not ready yet, how about an interim version with the properly aligned tattoos?

Kainzorus Prime
12-26-2006, 11:01 AM
Well...I planned on releasing that before Christmas, but I didn't have time to transfer files to new computer yet. But I supose the head update will be released in January.

Kainzorus Prime
06-27-2007, 06:34 PM
After six months of stagnation I'm gonna pick up and finish some of these projects, namely clone armors - that one will be remade for K1 and continued for K2, and Malak's head v2.

Here are some updated screens:

http://img153.imageshack.us/img153/7084/transitionsrz8.jpg
http://img152.imageshack.us/img152/9606/faceyq3.jpg
http://img152.imageshack.us/img152/3782/robesfq2.jpg

Robes are exclusively used for this PC, other characters will have regular ones. Unfortunately I decided to scrap the Sith Lord garments, the proportions were too off and only heavy remodel would do it justice, which isn't possible with KotOR body modeling.

Ghost Down
06-28-2007, 06:52 AM
Awsome DK! Really awsome!

Just one minor hiccup, the robes are a bit to bright IMO..

Btw, Does the robe has all the animations? (force powers, weapons, etc?)

- Ghost Down

Kainzorus Prime
09-29-2007, 04:58 AM
He has force power animations, but as it is original body mesh of Malak, he lacks special attack animations, just defaults.

And I'll be needing a reliable beta tester for this, if anyone is up for the task, PM me.

Kainzorus Prime
07-29-2009, 05:32 PM
Arise, Threadimus Prime.

I've recently got back into modding mood, and I'm particulary stubborn to finish my Phase II clone armor set for K2, and maybe convert it to K1 later. I've also planned to use these to replace republic npcs throughout the game.

For now, all armors with reworked, probably final textures, and inventory icons/stats. All armors have the same statistics and are upgradeable.

http://img37.imageshack.us/img37/2481/76978345.th.jpg (http://img37.imageshack.us/my.php?image=76978345.jpg) http://img199.imageshack.us/img199/1124/79253490.th.jpg (http://img199.imageshack.us/my.php?image=79253490.jpg)

Demongo
07-30-2009, 02:29 AM
Wonderful job! I like them:D

Slstoev
07-31-2009, 04:32 AM
I personally think that the second and the forth from the left garments on Malak are really his style.

Kainzorus Prime
08-04-2009, 05:05 PM
New screens, all male republic troopers aboard the Harbinger replaced. If someone could tell me how to replace the corpses in Harbinger modules, that would be apprecieated.

http://img512.imageshack.us/img512/4786/harbcede.th.jpg (http://img512.imageshack.us/i/harbcede.jpg/)http://img148.imageshack.us/img148/4350/harbcarth.th.jpg (http://img148.imageshack.us/i/harbcarth.jpg/)http://img38.imageshack.us/img38/6585/harbsold.th.jpg (http://img38.imageshack.us/i/harbsold.jpg/)http://img193.imageshack.us/img193/2996/medsold.th.jpg (http://img193.imageshack.us/i/medsold.jpg/)http://img196.imageshack.us/img196/4102/repcap.th.jpg (http://img196.imageshack.us/i/repcap.jpg/)

Master Shake
08-04-2009, 05:23 PM
Looking good, I like the idea of replacing all republic soldiers with clones.

Demongo
08-04-2009, 05:32 PM
The corpses are placeables so you should create a new placeable and then put it in-game.

Kainzorus Prime
08-04-2009, 06:11 PM
Okay, apparently me trying to be cheap and just replacing the existing corpse models didn't work out.

http://img32.imageshack.us/img32/6289/failzia.th.jpg (http://img32.imageshack.us/i/failzia.jpg/)

VarsityPuppet
08-04-2009, 06:17 PM
Or... edit the git and replace all of the corpses with actual characters (utcs instead of utps) and attach a spawndead script to the onSpawn slot in the utc file.

Kainzorus Prime
08-04-2009, 06:28 PM
Could you provide me the code for said script? I was never too bright with these. Or tell me where can I find it in game's assets.

Lord Dagron
08-04-2009, 06:38 PM
Awesome work DK. I like the clone trooper armor and that your replacing the republic troops with the clones.

VarsityPuppet
08-04-2009, 07:30 PM
Could you provide me the code for said script? I was never too bright with these. Or tell me where can I find it in game's assets.

I think this is it.

void main() {
AssignCommand(OBJECT_SELF, ActionPlayAnimation(26, 1.0, (-1.0)));
}

There is actually another way to do it, but you can't access their inventories doing it that way.

Kainzorus Prime
08-04-2009, 08:00 PM
Ok, I'll make a clone corpse utc, edit module and get back with results.

Kainzorus Prime
08-04-2009, 10:04 PM
Another new screenshot, this time of new DC-15s (Original by SoM3, used with permission.).

http://img39.imageshack.us/img39/7554/deece.th.jpg (http://img39.imageshack.us/i/deece.jpg/)

Also, still having trouble with replacing corpses. Now when I pack the .are .git and .ifo files into 151HAR.mod, all doors, corpses, containers and pretty much everything interactive disappears. I made sure to only delete the corpse entries from placeable list after moving them to character section and giving them new Resref. Knowing me, I'm doing something obvious, but having little to no module editing experience myself, please point it out people.

VarsityPuppet
08-05-2009, 12:42 AM
Same thing happened to me. I think you have to pack all of the utcs, utps, utds from the 151HAR rim into the mod file.

Kainzorus Prime
08-05-2009, 08:36 AM
Okay, I've repacked just the git file into the rim instead, and everything appears to work fine, except there are no corpses, nor the sith assasins spawning for some reason.

Kainzorus Prime
08-05-2009, 12:10 PM
EFFFFFFFFFFFFFFFF.

Now Lt Grenn and TSF appear as hologram clones when arriving on Telos, because Obsidian was lazy not to give them unique templates. I seriously need help from someone with module editing skills to add my modified utc's to modules.

VarsityPuppet
08-05-2009, 12:18 PM
I'll look into it DK. I was planning on making a similar mod anyways (replacing mutilated corpses with actual soldiers, that kind of thing)

Of course, I have to reload my computer first (month and a half without problems W00t!)

Kainzorus Prime
08-05-2009, 12:21 PM
Could you also help me with replacing utcs in certain modules? This thing causes me a great deal of frustration.

VarsityPuppet
08-05-2009, 12:37 PM
I don't see why not. What exactly are you planning on replacing?

Kainzorus Prime
08-05-2009, 12:54 PM
The male holograms on harbinger and trooper in medbay camera recording with Sion, the trooper in telos cantina, Carth/Cede when player gets down to restoration zone, all republic troops during telos sith attack cinematic, and eventually in the module when pc speaks with Carth before Malachor.

Overally 17 utc templates, all using custom appearance.2da body entries and have apropriate helmets equipped.

Hit me up on msn and we'll discuss this further.

VarsityPuppet
08-05-2009, 03:58 PM
Hm. That's quite a bit of replacing... but it will be done

Kainzorus Prime
08-05-2009, 04:00 PM
Well, I wanted to not have immobile heads like Prime's clones since they used helmets as actual heads, so editing npcs and giving them items is necessary.

Kainzorus Prime
08-06-2009, 05:13 PM
With Varsity's help we've managed to sort the utcs in their corresponding modules. Effect? Grand Army of the Republic galore.

http://img27.imageshack.us/img27/8720/carthattack.th.jpg (http://img27.imageshack.us/i/carthattack.jpg/)http://img269.imageshack.us/img269/9060/carthattack2.th.jpg (http://img269.imageshack.us/i/carthattack2.jpg/)http://img41.imageshack.us/img41/406/cantsold.th.jpg (http://img41.imageshack.us/i/cantsold.jpg/)

Kainzorus Prime
08-06-2009, 07:40 PM
Also, here's something I've dug from the assets in spare time. Ever looked through them and stumbled upon the PMHA03A? This is it, the 'lost asian head', which by uvmap and model structure appears to be our old friend, the bald asian from K1, with exception he's no longer bald.

http://img36.imageshack.us/img36/5990/losthead.th.jpg (http://img36.imageshack.us/my.php?image=losthead.jpg)http://img217.imageshack.us/img217/3846/losthead2.th.jpg (http://img217.imageshack.us/my.php?image=losthead2.jpg)

Canderis
08-06-2009, 07:47 PM
He needs his goatee :thmbup1:

Kainzorus Prime
08-06-2009, 07:52 PM
Possibly as an alternate texture, yes.

Edit: And just for testing purpose and to prove my claim about the bald asian, a simple direct paste of K1 face with no structural changes.

http://img22.imageshack.us/img22/7443/trutheqb.th.jpg (http://img22.imageshack.us/i/trutheqb.jpg/)

VarsityPuppet
08-07-2009, 12:30 AM
Egads! I've found that head before. I turned him Chiss.

By the way, how did my edited modules turn out for you?

Kainzorus Prime
08-07-2009, 06:09 AM
As the screens above show, they've worked out perfectly.

VarsityPuppet
08-07-2009, 11:40 AM
Oh.. I see... Very unobservant of me.

It looks fantastic! Though, I think you might have missed some utc in some modules, but I wasn't sure if you wanted them converted or not. They were med officers/nav officers, etc

Oh by the way, your Malak head inspired me to make my own Malak reskin. It's currently pending at filefront

Kainzorus Prime
08-07-2009, 11:43 AM
Good going there.

The skipped utcs were the female republic officers, since it's lame to have a male trooper with high pitched voice speaking.

VarsityPuppet
08-07-2009, 11:54 AM
Ah of course.

Are you going to change their VOs so they sound like actual clone/storm troopers? It'd certainly take a long time, but it'd be quite cool.

Kainzorus Prime
08-07-2009, 01:08 PM
Nah, I'll leave them be. I have no way of fluently editing Temuera Morrison's voiceclips to overwrite current dialogues, nor does my voice match his if I were to record them myself.

VarsityPuppet
08-07-2009, 01:14 PM
Well, the best you could do is edit the existing VOs... put 'em through a filter and it'll sound like they're talking through radios. Easy enough concept, but then you have to apply it to a ton of VOs

Kainzorus Prime
08-07-2009, 02:35 PM
No-longer-bald asian strikes back. The goatee is custom-made, so there are no porting issues.

http://img515.imageshack.us/img515/7808/alttex.th.jpg (http://img515.imageshack.us/i/alttex.jpg/)

Kainzorus Prime
08-08-2009, 09:07 PM
Yet another skin I've finished today. My old Dooku that was lost with pcgm is inferior compared to this one, made using the caucasian head with scar under the eye. It's almost completely seamless which is something I'm proud of. Original texture by Hapslash.

http://img19.imageshack.us/img19/5875/dooku.th.jpg (http://img19.imageshack.us/i/dooku.jpg/)

Kainzorus Prime
08-10-2009, 09:08 PM
Continuing with my RotS streak, I've created these. If or when I can obtain permission from messkell to use his edited Berun Modrul head as a base, I'll probably make a matching Anakin and Obi-Wan heads.

http://img256.imageshack.us/img256/7369/obi1.th.jpg (http://img256.imageshack.us/i/obi1.jpg/)http://img37.imageshack.us/img37/1719/sky1a.th.jpg (http://img37.imageshack.us/i/sky1a.jpg/)

Mono_Giganto
08-10-2009, 09:15 PM
Hmmm, where have I seen those skins before? :p

They look pretty good, you did a great job adapting them.

TriggerGod
08-10-2009, 09:26 PM
And here I was thinking I would be the only one to think of the same thing :p

You beat me to using Obi-Wan's on that model... :p

Kainzorus Prime
08-10-2009, 09:29 PM
Nyah nyah nyah.

Yes, I've used Haps' textures again, with full credit naturally, since my old TSL tunics look like... nevermind. They're bad. And now I could do these with more experience. Probably gonna add Ep2 Anakin and Windu's to these too. Already added them to Daraala's shop on Dantooine.

Kainzorus Prime
08-13-2009, 09:08 AM
Just a few moar shots of the clone replacements.

http://img30.imageshack.us/img30/1536/carthex.th.jpg (http://img30.imageshack.us/i/carthex.jpg/)http://img10.imageshack.us/img10/9656/kortomb.th.jpg (http://img10.imageshack.us/i/kortomb.jpg/)

VarsityPuppet
08-13-2009, 03:58 PM
Hey, just a thought DK, but the body model for your Clone troopers is basically one of the heavy armors right? Couldn't you just adapt the skin for the female body... that way, you could have female clone troopers...

Though, I guess that would look a little weird with the helmets and all. It could be interesting.

Kainzorus Prime
08-14-2009, 09:42 AM
Nah, too much effort, too little content to replace. Plus it'd be just wrong from canonical point of view.

Anyway, the mod's away to kotorfiles. When it's avaiable I can't say, as I've managed to send three mods to them this week and there were no updates since last saturday.

Kainzorus Prime
08-18-2009, 04:20 PM
The reskin of Avol's Vader I've been working on for my own amusement, probably to be released if I can get permission. Now uses Modified CM_Specmap for gray plastic-like shader instead of yellowish baremetal. Also, due to few bugs in helmet's UVmaps, I decided to leave it flat colored, and only outline the mask, letting the shader supply the remaining details. Old textures on top, new on the bottom. Still attempting to somehow implement constant ambient breathing, any help in that field is apprecieated.

http://img177.imageshack.us/img177/1052/oldi.th.jpg (http://img177.imageshack.us/i/oldi.jpg/)

http://img44.imageshack.us/img44/8277/newzli.th.jpg (http://img44.imageshack.us/i/newzli.jpg/)

none223
08-18-2009, 06:07 PM
Gonna do anything for KotOR1? Those look great.

Kainzorus Prime
08-21-2009, 11:07 AM
Yes, I've been working on converting my clone replacement to K1, with addition of Prime's clone head for every trooper and clothes for Carth. Also added the stills for party selection, clone portrait for Trask and and blank portrait for Carth and Trask. Anywho, screens. Pretty much all instances of Republic troops are replaced, all that remains are stunt modules for Starforge attack scenes.

http://img195.imageshack.us/img195/98/carthcomm.th.jpg (http://img195.imageshack.us/my.php?image=carthcomm.jpg)http://img11.imageshack.us/img11/9269/carthselect.th.jpg (http://img11.imageshack.us/my.php?image=carthselect.jpg)http://img197.imageshack.us/img197/568/trask.th.jpg (http://img197.imageshack.us/my.php?image=trask.jpg)http://img195.imageshack.us/img195/5775/traskselect.th.jpg (http://img195.imageshack.us/my.php?image=traskselect.jpg)http://img406.imageshack.us/img406/9945/clonesith.th.jpg (http://img406.imageshack.us/my.php?image=clonesith.jpg)http://img406.imageshack.us/img406/4412/endaratt1.th.jpg (http://img406.imageshack.us/my.php?image=endaratt1.jpg)http://img329.imageshack.us/img329/6235/endaratt2.th.jpg (http://img329.imageshack.us/my.php?image=endaratt2.jpg)http://img197.imageshack.us/img197/7748/endatt3.th.jpg (http://img197.imageshack.us/my.php?image=endatt3.jpg)http://img11.imageshack.us/img11/2624/troop.th.jpg (http://img11.imageshack.us/my.php?image=troop.jpg)http://img195.imageshack.us/img195/2438/argumentg.th.jpg (http://img195.imageshack.us/my.php?image=argumentg.jpg)http://img406.imageshack.us/img406/479/cloneint.th.jpg (http://img406.imageshack.us/my.php?image=cloneint.jpg)http://img15.imageshack.us/img15/1165/clonetech.th.jpg (http://img15.imageshack.us/my.php?image=clonetech.jpg)http://img406.imageshack.us/img406/8725/dockclone.th.jpg (http://img406.imageshack.us/my.php?image=dockclone.jpg)http://img15.imageshack.us/img15/9452/dockkolto.th.jpg (http://img15.imageshack.us/my.php?image=dockkolto.jpg)http://img406.imageshack.us/img406/961/emb1.th.jpg (http://img406.imageshack.us/my.php?image=emb1.jpg)

Kainzorus Prime
08-21-2009, 11:09 AM
Moar screens, since there's 15 per post limit.

http://img199.imageshack.us/img199/3236/repdip.th.jpg (http://img199.imageshack.us/my.php?image=repdip.jpg)http://img199.imageshack.us/img199/9315/repneg.th.jpg (http://img199.imageshack.us/my.php?image=repneg.jpg)http://img197.imageshack.us/img197/5821/rolandw.th.jpg (http://img197.imageshack.us/my.php?image=rolandw.jpg)http://img406.imageshack.us/img406/2440/dcupg.th.jpg (http://img406.imageshack.us/my.php?image=dcupg.jpg)http://img329.imageshack.us/img329/3821/koltoclones.th.jpg (http://img329.imageshack.us/my.php?image=koltoclones.jpg)

Lord Dagron
08-21-2009, 02:55 PM
Looks awesome DK

none223
08-21-2009, 03:07 PM
Some constructive criticizm: I see that this is Phase II armors, which means that all clones have the same armor as those in their units. That means that, like Manaan, they all need to be wearing Cody's Orange, since I see that that is the dominant color there. On the Endar Spire, choose something like Thire's Red, or Bly's Yellow, or Gree's Green, or Rex's Blue, but please don't have conflicting colors, like Red & White & Blue & Yellow. I would suggest the Thire's Red for Endar Spire, Cody's Orange for Manaan, or something like that.

Kainzorus Prime
08-21-2009, 03:14 PM
Then I'd have to use only two colors, since republic troops don't appear anywhere else but Endar Spire and Manaan. Three if counting stunt modules for Starforge.

On another note, now we have 'real' Republic embassy on Manaan.

http://img38.imageshack.us/img38/166/bannersvkr.th.jpg (http://img38.imageshack.us/i/bannersvkr.jpg/)

none223
08-21-2009, 03:17 PM
Well then, you do have a point. You could maybe have Rex and Cody (since they seem to work well together) on the Endar Spire, give 2 of the men on the bridge their armor, to make it obvious. Then on Manaan, you could have Bly and Gree, or Thire and Gree, or something, making one the commander of the center, and the other.......I don't know, my brain hurts.

Are you also going to turn Sith into Battle Droids, Malak into Sidous, Bandon into Dooku, etc? Or just keep the mod at the Republic Armors?

Kainzorus Prime
08-21-2009, 03:40 PM
There's no Battledroid model for either game, nor one that would fit Sidious. I could use my Dooku pc and add some clothing for Bandon but he'd be out of place.

Ghost Down
08-21-2009, 04:45 PM
This will be compatible with Prime's Stormtrooper mod?

Kainzorus Prime
08-21-2009, 04:49 PM
Yes, I suppose so since that one changes Sith Troops. You'll have to install Stormtroopers first though, since they don't use tslpatcher.

none223
08-21-2009, 04:50 PM
Ok, I was just wondering. There is no Clone Model for this game, but obviously one has been made.....Or is it a mass edit of a mandy armor?
For the battle droids, you have to do a mass edit to the Assassin Droid, practically making a new one. I agree, Dooku as Bandon would be out of place without Sidious as Malak...

Kainzorus Prime
08-21-2009, 04:52 PM
The clones are just regular heavy armor reskins with a ported helmets from Jedi Academy mod. Bodies can be edited to an extent but new ones aren't possible to make.

Ghost Down
08-21-2009, 04:55 PM
@-DK- Ok, cool.

BTW. Perhaps you could give Carth his goatee back, so he differs a bit from the other Clones?

Canderis
08-21-2009, 04:56 PM
The helmet is a model and the armor is a skin.

EDIT: Two people beat me :/

Kainzorus Prime
08-21-2009, 05:01 PM
I'm not sure about making Carth different. They're clones, they're not supposed to be. But I do have to add Dustil here, and give him a bit different appearance than standard clone.

Ghost Down
08-21-2009, 05:07 PM
Ah, ok.

Was just an idea. Clones have different personalities and armor, then why not look abit different?

Trench
08-21-2009, 08:24 PM
How did you add the shoulder pauldron to the armor?

Kainzorus Prime
08-21-2009, 08:26 PM
I didn't. I had my modelling partner make it part of the helmet, as to not replace entire bodytype for 3 plaudroned skins.

Trench
08-21-2009, 09:43 PM
Do they move along with the helmet though?

Edit-- Okay, thanks.

Kainzorus Prime
08-21-2009, 10:13 PM
Yes.

Kainzorus Prime
08-23-2009, 04:19 PM
Here's Dustil, though for some reason fraps took a poor screenshot. Still, he's less clone'y than others, a blend of fifth asian head and Prime's clone head skin.

http://img265.imageshack.us/img265/3933/dustil.th.jpg (http://img265.imageshack.us/i/dustil.jpg/)

Ghost Down
08-23-2009, 04:44 PM
Looking great, DK!

none223
08-23-2009, 05:10 PM
Umm, I'm not completely aware of what this Clone Wars Conversion mod is going to have in it, but if, as it seems, most people end up looking like clones, thats a good head. However, if its JUST a reskin, I like the old better...

Kainzorus Prime
08-29-2009, 11:59 AM
I've decided to tackle improving upon Prime's original idea of Imperial officers, again using Hapslash's superior texture from his Jedi Academy model, with full credit ofcourse.

http://img223.imageshack.us/img223/4053/impsj.th.jpg (http://img223.imageshack.us/i/impsj.jpg/)http://img180.imageshack.us/img180/9485/officer.th.jpg (http://img180.imageshack.us/i/officer.jpg/)

The standard three variants that come with the game and basic male officer. Females, and additional variants that will be used as clothing coming shortly. I'll take advantage there are 8 clothing variants avaiable and attempt to texture each one.

Kainzorus Prime
07-21-2010, 10:29 AM
Arise, Threadimus Prime.

Ladies and Gentlemen, with Darth DeadMan's tremendous modelling asistance, we're on our way to have proper Clone Troopers. With that said, I present the first one in line, basic clean Clone.

http://img175.imageshack.us/img175/5431/clonebasic.th.jpg (http://img175.imageshack.us/i/clonebasic.jpg/)

We've scrapped separate helmet and armor in favour of full body model. The items and npcs will utilize disguises now, which will hopefully solve problems people had with first release, and resolve helmetless clones on Manaan in K1.

Also showing the new DC-15a, also part of the 2.0 release.

Dak Drexl
07-21-2010, 12:10 PM
The model looks great. Looks like it allowed you to fix up the lightmaps on the helmet too, which looks perfect. My only thoughts would be that the shoulders look a bit big from the front and that the new DC-15a looks a bit puny in the hands of that bulky trooper.

I just have one question, will there be only disguises in place of the old clone armors? I think I might be the only one who liked the helmet-less version :p

Great job DK and DeadMan.

Kainzorus Prime
07-21-2010, 01:08 PM
Yes, only full-armor disguise items this time, to save DeadMan's time and hassle of making two versions just for the choice of helmet or helmetless armor. Stats remain the same though. The shoulders might look large from the front angle, but in reality they fit well when the character moves about. Also, moar screens.

http://img269.imageshack.us/img269/8199/basicsr.th.jpg (http://img269.imageshack.us/i/basicsr.jpg/)

They all have metal shader, but it might look obscured in the area I took screens in. I shall update other variants as I receive them.

LDR
07-21-2010, 01:15 PM
Wow. Those look awesome. But may I request a Clone Shadow Trooper variant (http://starwars.wikia.com/wiki/Clone_shadow_trooper)?

Kainzorus Prime
07-21-2010, 01:17 PM
Can do.

Edit: Done and done. http://img828.imageshack.us/img828/2170/shadow.th.jpg (http://img828.imageshack.us/i/shadow.jpg/)

Rinku
07-21-2010, 03:43 PM
Woah! Those look very nice DK. I am seriously speechless at the moment....

Canderis
07-21-2010, 03:46 PM
They look great, but there is something.... odd... about them...

LDR
07-21-2010, 04:29 PM
That... is amazing. Thank you.

N-5/Prudii
07-21-2010, 04:34 PM
Wow! how about a Galactic Marine:
http://jediknight3.filefront.com/file/Clone_Marine;96719
Super Battle Droids:
http://jediknight3.filefront.com/file/Super_Battle_Droid;36798
Battle Droids:
http://jediknight3.filefront.com/file/Battledroid_SP;71738
Grievous
http://jediknight3.filefront.com/file/General_Grievous;43470
MagnaGuard
http://jediknight3.filefront.com/file/MagnaGuardVM;55831
You could make Bastila Aayla Secura, or something...

Kainzorus Prime
07-22-2010, 09:05 AM
While I'd like to see these over in KotOR, I won't stretch DeadMan's partnership at this time. Perhaps if I'll have plans to expand this into more than armors in the future, these would be added.

Kainzorus Prime
07-23-2010, 10:24 AM
Two new variants and updated Shadow one.

http://a.imageshack.us/img293/7154/kotor0000b.th.jpg (http://img293.imageshack.us/i/kotor0000b.jpg/)

Also, can anyone point me to the name of the texture, the one used for holomap on Endar Spire bridge, to the left just as you enter through the door.

Kainzorus Prime
07-26-2010, 10:47 AM
Another one ready.

http://a.imageshack.us/img243/4996/bacara.th.jpg (http://img243.imageshack.us/i/bacara.jpg/)

Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.

Darth InSidious
07-26-2010, 12:08 PM
According to placeables.2da, it should be "PLC_EndS", but I can't find any such texture in the ERFs.

Kainzorus Prime
07-26-2010, 01:07 PM
Yeah, I had no luck either. If worse comes to worst, It'll remain orange while other computer panels and such will have pleasant blue and white hue. Animated screens with Republic logos included.

deathdisco
07-26-2010, 04:21 PM
Another one ready.

http://a.imageshack.us/img243/4996/bacara.th.jpg (http://img243.imageshack.us/i/bacara.jpg/)

Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.

The galaxy map panel?
You could try exporting the Ebon Hawk modules(models) out of KT until you find the one with the texture you want. KTs' use of mdlops will export the textures used along with the decompiled ascii.

Dak Drexl
07-26-2010, 08:50 PM
Another one ready.

http://a.imageshack.us/img243/4996/bacara.th.jpg (http://img243.imageshack.us/i/bacara.jpg/)


Is the skirt flap thing animated?

Sith Holocron
07-26-2010, 10:24 PM
Another one ready.

http://a.imageshack.us/img243/4996/bacara.th.jpg (http://img243.imageshack.us/i/bacara.jpg/)

Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.

Is there some clipping in the kama (http://starwars.wikia.com/wiki/Kama)? It looks like we can see through it in the picture.

Darth DeadMan
07-27-2010, 12:04 AM
Is there some clipping in the kama? It looks like we can see through it in the picture.
Yes. It was the best I could do with this model. As long as MDLOps will not allow us to add bones or build a new skinmesh around an exiting supermodel this can't be fixed. At least, I have no idea how to fix that without remaking ALL animations specifically for this model.
Sorry.

Dak Drexl
07-27-2010, 12:21 AM
I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated.

Sith Holocron
07-27-2010, 01:05 AM
. . . or use the other kama from the Zhesion Sha armor. It will be fully animated.

I actually e-mailed Calo about using that armor!

Kainzorus Prime
07-27-2010, 08:38 AM
I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated.

How would we replicate the effect for K1?

The galaxy map panel?
You could try exporting the Ebon Hawk modules(models) out of KT until you find the one with the texture you want. KTs' use of mdlops will export the textures used along with the decompiled ascii.

No, not Hawk's galaxy map. I used the word 'map' figuratively.

http://a.imageshack.us/img251/2248/kotor0000.th.jpg (http://img251.imageshack.us/i/kotor0000.jpg/)

I meant this thing on the Endar Spire bridge.

redrob41
07-27-2010, 02:10 PM
I present the first one in line, basic clean Clone.

http://img175.imageshack.us/img175/5431/clonebasic.th.jpg (http://img175.imageshack.us/i/clonebasic.jpg/)

Nice model work, and all the skins so far have been great too. Really good model detail around the belt, knees & elbow pads :thumbsup:

My only thoughts would be that the shoulders look a bit big from the front

I tend to agree, sort of. I think it might be that the bicep plate goes a little too high on the arm, which causes too much overlap of the shoulder plate (which makes it look bigger than it is). The bottom edge of the shoulder plate lines up pretty well with the pectoral plate, so I think that it might only be the bicep that is the wrong size. Also, maybe the pectorals can be more slanted (higher in middle), rather than squared off?

(For comparisson)
http://images4.wikia.nocookie.net/__cb20080427001822/starwars/images/c/c8/CloneTrooperPhase2Armor-RotSVD.jpg

They look great, but there is something.... odd... about them...
the only thing that looks odd to me, I think comes from the perspective of the screenshots. The upper body seems wider and bulkier, while the legs look short and the feet smallish. I'm just thinking of Leia to Luke: "aren't you a little short for a Storm Trooper?" :D

-DK-, how does this model compare to the male scout, scoundrel & soldier models for height and width? (IIRC there are a few models still in TSL)

Is that it Canderis? Or is it something else? (maybe his belt makes him look fat :lol:)

Canderis
07-27-2010, 02:13 PM
I think that is it RR

Kainzorus Prime
07-27-2010, 02:31 PM
We're just doing the conversion, with no alterations to the model itself. But I have to be honest, these were a bit sloppy in their original versions too, Mars was known for doing things quickly and by the bucketload - but not always paying proper attention to details and proportions. If Hapslash released his Clonetroops when that was still relevant years ago, we'd have used them without a second thought. But, we take what we can get.

Also here's comparison with regular model.

http://a.imageshack.us/img805/6465/compw.jpg

Dak Drexl
07-27-2010, 02:57 PM
How would we replicate the effect for K1?

Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.

Viado Onasi
07-27-2010, 03:59 PM
great work on these clones DK!

Darth DeadMan
07-28-2010, 12:08 AM
I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated.
I know what you mean, but using Zeison Sha or Jedi robe model is NOT an option - they don't have bones for head. So, we'll have to make helmets as separate items (so there will be bugs with helmetless clones) or make them frozen in one position. I don't like any of this variants. They also miss separate bones for shoulder pads, but it's not so important.

I think it might be that the bicep plate goes a little too high on the arm, which causes too much overlap of the shoulder plate (which makes it look bigger than it is). The bottom edge of the shoulder plate lines up pretty well with the pectoral plate, so I think that it might only be the bicep that is the wrong size. Also, maybe the pectorals can be more slanted (higher in middle), rather than squared off?
You are probably right. I'll think of it later and maybe will make an update.

Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.
Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)

Dak Drexl
07-28-2010, 12:24 AM
Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)

Actually that's not necessary at all. This (http://www.lucasforums.com/showthread.php?t=204094) is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).

Kainzorus Prime
07-28-2010, 10:23 AM
Look, a paratrooper clone!

http://a.imageshack.us/img641/5868/kotor0002a.th.jpg (http://img641.imageshack.us/i/kotor0002a.jpg/)

But no, you can't jump out of the Hawk during sith fighter random encounters and start blasting with it.

Rinku
07-28-2010, 10:29 AM
My life is now complete! I have always loved the look of the Clone Paratrooper, nice job!

darth-me
07-28-2010, 02:01 PM
This is probably a stupid question, but are the armours and helmets in this mod seperate - basically, when you release these awesome armours, would i be able to use them as replacements for the default heavy armour items? I just prefer to use mods as replacements to keep the game balanced as the devs intended - i'm not saying your mod will be unbalanced, but it just seems more right to me xD

Keep up the great quality modding!

Kainzorus Prime
07-28-2010, 02:20 PM
We've scrapped separate helmet and armor in favour of full body model. The items and npcs will utilize disguises now, which will hopefully solve problems people had with first release, and resolve helmetless clones on Manaan in K1.

Read up. And they have custom uti files so you'll be able to give them custom stats.

Kainzorus Prime
07-29-2010, 03:14 PM
An update just from me this time, showing a prototype of new clone head skin.

http://a.imageshack.us/img715/7499/jangoprot.th.jpg (http://img715.imageshack.us/i/jangoprot.jpg/)

Darth DeadMan
07-29-2010, 11:48 PM
Actually that's not necessary at all. This (http://www.lucasforums.com/showthread.php?t=204094) is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).
Looks like this indeed will work with Revan's model, but I'll have to make some manual re-weighting anyway. We'll see.
But at this point I'm more intrested in making TSL kilts use robe animations. But there's a problem - I need a model with robe bones AND head bones. Any advice?

Kainzorus Prime
07-30-2010, 11:12 AM
Another update, final batch of armors, Carth's updated clone head, underwear with matching head skintone, and new basic clothing inspired by Commander Wolffe. (http://starwars.wikia.com/wiki/CC-3636)

http://a.imageshack.us/img844/6964/kotor0002.th.jpg (http://img844.imageshack.us/i/kotor0002.jpg/) http://a.imageshack.us/img51/2248/kotor0000.th.jpg (http://img51.imageshack.us/i/kotor0000.jpg/)

redrob41
07-30-2010, 11:27 AM
Another update, final batch of armors,

http://a.imageshack.us/img844/6964/kotor0002.th.jpg (http://img844.imageshack.us/i/kotor0002.jpg/)

I think that the armour skins are looking great, but maybe you could mix and match the battle damage so that it looks more random from one clone to the next? Right now it looks like every clone's fighting skills are so identical, that they must have the exact same blind spots, 'cause each guy gets shot in the same place :lol:

Kainzorus Prime
07-30-2010, 03:15 PM
They're clones, it's perfectly acceptable they have exact same spot-on reflexes, to get hit in precisely same places. (Read - I'm lazy.)

Also, input on head skin would be good.

Dak Drexl
07-30-2010, 03:27 PM
I won't be able to decide betwixt the paratrooper and the sniper :mad:

As for the head, the skin is pretty much dead-on and looks amazing. The only thing I don't like is that the eyebrows are a little too long and skinny the way they go around the socket. Also maybe square out the chin/jaw a little bit? Just a suggestion. http://www.ugo.com/movies/who-is-the-coolest-star-wars-character-jango-fett (photo reference)

But seriously if you don't change anything it's pretty damn good.

N-5/Prudii
07-30-2010, 03:29 PM
I think you should work on the size of the nose. It looks way too big. Other than that, it looks great.

Kainzorus Prime
07-30-2010, 05:19 PM
Gonna attempt these suggestions tomorrow, we'll see how it goes. For now - screeeeeenz flooooooood:

http://a.imageshack.us/img84/4273/randomje.th.jpg (http://img84.imageshack.us/i/randomje.jpg/)http://a.imageshack.us/img541/7104/rolandu.th.jpg (http://img541.imageshack.us/i/rolandu.jpg/)http://a.imageshack.us/img821/1853/roland2.th.jpg (http://img821.imageshack.us/i/roland2.jpg/)http://a.imageshack.us/img248/1989/shadowim.th.jpg (http://img248.imageshack.us/i/shadowim.jpg/)http://a.imageshack.us/img507/7539/techs.th.jpg (http://img507.imageshack.us/i/techs.jpg/)http://a.imageshack.us/img829/568/trask.th.jpg (http://img829.imageshack.us/i/trask.jpg/)http://a.imageshack.us/img805/7182/trask2.th.jpg (http://img805.imageshack.us/i/trask2.jpg/)http://a.imageshack.us/img704/2438/argumentg.th.jpg (http://img704.imageshack.us/i/argumentg.jpg/)http://a.imageshack.us/img707/1504/baseyt.th.jpg (http://img707.imageshack.us/i/baseyt.jpg/)http://a.imageshack.us/img245/1425/carth.th.jpg (http://img245.imageshack.us/i/carth.jpg/)http://a.imageshack.us/img227/8379/carth1.th.jpg (http://img227.imageshack.us/i/carth1.jpg/)http://a.imageshack.us/img268/1074/carthnew.th.jpg (http://img268.imageshack.us/i/carthnew.jpg/)http://a.imageshack.us/img33/4500/compscreens.th.jpg (http://img33.imageshack.us/i/compscreens.jpg/)http://a.imageshack.us/img341/5906/dockan.th.jpg (http://img341.imageshack.us/i/dockan.jpg/)http://a.imageshack.us/img838/6106/endclone.th.jpg (http://img838.imageshack.us/i/endclone.jpg/)http://a.imageshack.us/img810/2996/endclone2.th.jpg (http://img810.imageshack.us/i/endclone2.jpg/)http://a.imageshack.us/img716/7781/endclone3.th.jpg (http://img716.imageshack.us/i/endclone3.jpg/)http://a.imageshack.us/img808/1816/kolto.th.jpg (http://img808.imageshack.us/i/kolto.jpg/)

VarsityPuppet
07-30-2010, 05:23 PM
Hey man! That's a sweet Jango face!

newbiemodder
07-30-2010, 05:31 PM
pics look great DK

redrob41
07-30-2010, 05:45 PM
Carth's updated clone head, underwear with matching head skintone, and new basic clothing inspired by Commander Wolffe. (http://starwars.wikia.com/wiki/CC-3636)

http://a.imageshack.us/img51/2248/kotor0000.th.jpg (http://img51.imageshack.us/i/kotor0000.jpg/)

Also, input on head skin would be good.

Even though you've added wrinkles, I think that his skin is too smooth. Maybe you could add some of the freckles that the actor has, and some random, general "noise"?

Other than that, it's a little hard to tell, since the screen shot is a touch on the dark side. After turning my monitor brightness & contrast all the way up (I can barely make out my slider bars and buttons :lol:), I see that the likeness is pretty good. IMO, the nose looks about the right width (relative to the width of the mouth). There seems to be a bright triangular patch on the middle of his forehead, and the 5 o'clock shadow looks more like smudgy dirt than stubble.

Hope that helps :)

Zhaboka
07-30-2010, 09:18 PM
...wow. Impressive.

Oy... well, are you planning on Stormtrooperizing all the VOs for these characters?

Kainzorus Prime
07-31-2010, 05:32 AM
Right, I took the suggestions and messed about.

http://a.imageshack.us/img408/7848/carthfacefix.th.jpg (http://img408.imageshack.us/i/carthfacefix.jpg/)

The eyebrows are shorter, thicker, more arched like Jango's and don't stretch aaaall the way to ears anymore. I blended in Carth's original facial hair in and added noise to the skin.

And no, no VO editing is planned.

Kainzorus Prime
07-31-2010, 07:21 AM
A couple more screens. Also, keeping with blue and white theme for the Republic, Endar Spire got a makeover too.

http://a.imageshack.us/img709/9269/carthselect.th.jpg (http://img709.imageshack.us/i/carthselect.jpg/)http://a.imageshack.us/img594/8214/blueendar.th.jpg (http://img594.imageshack.us/i/blueendar.jpg/)http://a.imageshack.us/img194/2021/endarbridge.th.jpg (http://img194.imageshack.us/i/endarbridge.jpg/)http://a.imageshack.us/img121/6106/endclone.th.jpg (http://img121.imageshack.us/i/endclone.jpg/)http://a.imageshack.us/img375/2996/endclone2.th.jpg (http://img375.imageshack.us/i/endclone2.jpg/)http://a.imageshack.us/img29/7781/endclone3.th.jpg (http://img29.imageshack.us/i/endclone3.jpg/)http://a.imageshack.us/img3/1963/underclone.th.jpg (http://img3.imageshack.us/i/underclone.jpg/)

Edit: Also DS transitions for clone PC.

http://a.imageshack.us/img814/6600/transitions.th.jpg (http://img814.imageshack.us/i/transitions.jpg/)

N-5/Prudii
07-31-2010, 12:05 PM
Very nice! I'm especially liking how you did the names. Good idea.

Darth DeadMan
07-31-2010, 12:57 PM
All right, I have some really good news!
Kamas in TSL version will use jedi robe animations. Looks like I've been off-modding for far too long, and MDLOps 0.6a1 can convert the skinmeshes which 0.5.0 can not. (to DK: I'll send you updated models in Monday).
Now I'm going to experiment with K1 Revan model.

Kainzorus Prime
07-31-2010, 01:50 PM
Right on. I'll post updates as I receive them.

redrob41
08-01-2010, 12:20 AM
Right, I took the suggestions and messed about.

http://a.imageshack.us/img408/7848/carthfacefix.th.jpg (http://img408.imageshack.us/i/carthfacefix.jpg/)
Yeah, he looks much better now. His skin actually looks like it has a bit of weathering to it, rather than plastic smooth.

http://a.imageshack.us/img3/1963/underclone.th.jpg (http://img3.imageshack.us/i/underclone.jpg/)
so... are you going to go crazy and try to make a rakghoul model that has armour plating on it? Kinda like in the comics during the Vector storyline? http://starwars.wikia.com/wiki/File:PlagueAtWork.jpg
http://starwars.wikia.com/wiki/File:Rakusesweons.jpg

Or am I just :loco: for even suggesting it? :xp:

Kainzorus Prime
08-02-2010, 03:45 AM
Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.

Also, we have PROGRESS.

http://a.imageshack.us/img138/4599/swkotor2201008020935593.th.jpg (http://img138.imageshack.us/i/swkotor2201008020935593.jpg/)

Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.

Kainzorus Prime
08-02-2010, 09:10 AM
Head update for TSL. In the years following war with Malak, Jango grew a more casual hairstyle.

http://a.imageshack.us/img293/4581/jangok2.th.jpg (http://img293.imageshack.us/i/jangok2.jpg/)

N-5/Prudii
08-02-2010, 10:30 AM
Nice! I like the flowing kamas!

Darth Darkus
08-03-2010, 02:46 AM
I really liked the robes on page 1 but this seems to become more like a "movie conversion mod" imo. I don't see the point of having Clones or Stormies in KotoR or TSL. Otherwise good work!

Kainzorus Prime
08-03-2010, 01:37 PM
I don't see the point of having Clones or Stormies in KotoR or TSL.

Fortunately opinions of pessimists are irrelevant.

Marius Fett
08-03-2010, 07:06 PM
I don't see the point of having Clones or Stormies in KotoR or TSL.

Perhaps the fact that people like Clones and Stormtroopers might have something to do with it? Just because it doesn't fit canonically or chronologically, it doesn't mean the idea is pointless.

Kainzorus Prime
08-04-2010, 03:18 PM
By popular demand.

http://a.imageshack.us/img85/7886/marinem.th.jpg (http://img85.imageshack.us/i/marinem.jpg/)

Dak Drexl
08-04-2010, 03:21 PM
By popular demand.

http://a.imageshack.us/img85/7886/marinem.th.jpg (http://img85.imageshack.us/i/marinem.jpg/)

Stop spamming this thread with all of these sick variations! I don't know what to choose now :eek:

I just need the chaingun... (http://starwars.wikia.com/wiki/File:GalacticMarineChaingun-BFII.jpg)

Edit: Oh, and the Jango head is perfect now. Like the scarring in TSL version.

Kainzorus Prime
08-04-2010, 05:02 PM
I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.

Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.

Any advice, or willing testers?

skateordie808
08-04-2010, 08:01 PM
Wow this looks great, love the clones they look awesome!

N-5/Prudii
08-04-2010, 09:41 PM
I'll test it. Don't have much to do anyways...

Kainzorus Prime
08-05-2010, 01:31 PM
We'll get to that. Also ARCs. These won't be used by any troopers since this is predominantely Ep III inspired mod, but they'll be included as wearable armors. Maybe we'll even get Delta Squad included too.

http://a.imageshack.us/img198/9022/arcs.th.jpg (http://img198.imageshack.us/i/arcs.jpg/)

Sith Holocron
08-05-2010, 01:58 PM
We'll get to that. Also ARCs. These won't be used by any troopers since this is predominantely Ep III inspired mod, but they'll be included as wearable armors. Maybe we'll even get Delta Squad included too.

http://a.imageshack.us/img198/9022/arcs.th.jpg (http://img198.imageshack.us/i/arcs.jpg/)

I like these ARCs. I always did like the Episode 2 troopers more than the Episode 3 versions.

Rinku
08-05-2010, 03:15 PM
The Arcs look very nice!! If you do Delta squad will you include a generic model of the Commando.

Kainzorus Prime
08-05-2010, 05:22 PM
Can do.

Darth DeadMan
08-06-2010, 12:05 AM
I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.

Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.
Check your Override - if you put files in subfolders it's possible that some old files overwriting yours. If you put edited files into *.mod files - make sure that there are no same files in Override. And of course you need to use saved games where you have not entered this locations, or your changes will have no effect.

Kainzorus Prime
08-06-2010, 05:24 AM
Apparently the files in .mod files were overriding ones I've placed in .rim ones. Now they work fine for the tomb, and Carth appears as Cody during Telos attack, but the republic personnel on his ship is still default. I'll look further into this.

Darth Darkus
08-06-2010, 10:32 AM
Perhaps the fact that people like Clones and Stormtroopers might have something to do with it? Just because it doesn't fit canonically or chronologically, it doesn't mean the idea is pointless.

easy dudes, I meant no offense. It was just my personal opinion.If you like that, it's fine by me but let me have my opinion too. And I like the Old Republic Sith Troopers better, that's it.

Kainzorus Prime
08-06-2010, 12:41 PM
Commandos so far.

http://a.imageshack.us/img17/9426/comms.th.jpg (http://img17.imageshack.us/i/comms.jpg/)

Rinku
08-06-2010, 01:31 PM
Commandos so far.

http://a.imageshack.us/img17/9426/comms.th.jpg (http://img17.imageshack.us/i/comms.jpg/)

Those look very nice!! I can't wait to see the rest.

Kainzorus Prime
08-06-2010, 03:20 PM
Got all UTCs sorted out, so here are TSL screens.

http://a.imageshack.us/img696/1261/cantclone.th.jpg (http://img696.imageshack.us/i/cantclone.jpg/)http://a.imageshack.us/img31/706/carthtalk.th.jpg (http://img31.imageshack.us/i/carthtalk.jpg/)http://a.imageshack.us/img10/8822/corpsearmors.th.jpg (http://img10.imageshack.us/i/corpsearmors.jpg/)http://a.imageshack.us/img541/5431/grennescort.th.jpg (http://img541.imageshack.us/i/grennescort.jpg/)http://a.imageshack.us/img708/2807/harbbly.th.jpg (http://img708.imageshack.us/i/harbbly.jpg/)http://a.imageshack.us/img23/4350/harbcarth.th.jpg (http://img23.imageshack.us/i/harbcarth.jpg/)http://a.imageshack.us/img823/4786/harbcede.th.jpg (http://img823.imageshack.us/i/harbcede.jpg/)http://a.imageshack.us/img835/4253/harbpanels.th.jpg (http://img835.imageshack.us/i/harbpanels.jpg/)http://a.imageshack.us/img651/7632/harbtroop.th.jpg (http://img651.imageshack.us/i/harbtroop.jpg/)http://a.imageshack.us/img638/2996/medsold.th.jpg (http://img638.imageshack.us/i/medsold.jpg/)http://a.imageshack.us/img707/6881/telcarth1.th.jpg (http://img707.imageshack.us/i/telcarth1.jpg/)http://a.imageshack.us/img535/3150/telcarth2.th.jpg (http://img535.imageshack.us/i/telcarth2.jpg/)http://a.imageshack.us/img256/7568/telcede1.th.jpg (http://img256.imageshack.us/i/telcede1.jpg/)http://a.imageshack.us/img33/1838/telcede2.th.jpg (http://img33.imageshack.us/i/telcede2.jpg/)http://a.imageshack.us/img716/2503/tombh.th.jpg (http://img716.imageshack.us/i/tombh.jpg/)

redrob41
08-06-2010, 03:55 PM
Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.
Quite true :lol:

Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.
Excellent job DeadMan :thumbsup:

http://a.imageshack.us/img29/7781/endclone3.th.jpg (http://img29.imageshack.us/i/endclone3.jpg/)


http://a.imageshack.us/img835/4253/harbpanels.th.jpg (http://img835.imageshack.us/i/harbpanels.jpg/)
So, are you going to try changing the dead body placeables to clone troopers?

Kainzorus Prime
08-06-2010, 04:33 PM
It was dreadful when I attempted it in the first version. I could try, but there are no guarantees.

redrob41
08-06-2010, 06:07 PM
would it be possible to import one of the clone trooper models into max, then import the death animations from the superset (IIRC)? Then you could play the death animation through to the end (body bag), delete the bones and helpers (etc) leaving the mesh, then export as an item. It was just an idea, but I don't know if it would work.

Dak Drexl
08-06-2010, 06:13 PM
http://a.imageshack.us/img17/9426/comms.th.jpg (http://img17.imageshack.us/i/comms.jpg/)

Killer, but maybe the BOSS skin can use a darker, more "burnt" orange. Almost a brown if you know what I mean.

http://t1.gstatic.com/images?q=tbn:ANd9GcQt__QvmV1PavY6k-tMxiQhhQ-ObBuB4U7fO5xID-QmRIjSfQ8&t=1&usg=__ZtaDO2MEhsYwv4b9j9wf7pAB9rY=

Kainzorus Prime
08-06-2010, 06:39 PM
would it be possible to import one of the clone trooper models into max, then import the death animations from the superset (IIRC)? Then you could play the death animation through to the end (body bag), delete the bones and helpers (etc) leaving the mesh, then export as an item. It was just an idea, but I don't know if it would work.

I sent the idea to DeadMan, we'll see how it goes.

Zhaboka
08-07-2010, 12:54 AM
It would be thrilling to see dead clones on the ground. Not to be morbid, but... yeah. Thrilling. Haha.

I think I might have already asked this, but do you plan to convert every solider voice-over for the helmet effect?

Kainzorus Prime
08-09-2010, 02:52 PM
Update, new Clothes for Carth using Haps' Imperial Officer body, and a peak at my next project alongside that.

http://a.imageshack.us/img230/9878/imps.th.jpg (http://img230.imageshack.us/i/imps.jpg/)

Kainzorus Prime
08-10-2010, 03:24 PM
Zhab-jab up there intrigued me into dabbling voiceovers, so I did a test using first Manaan clone you meet outside docking bay.

http://www.youtube.com/watch?v=BCzSJ5zgELY

I've attempted to make the static and pitch to match Stormtroopers and Sith Troopers.

Holty1-5
08-10-2010, 03:28 PM
Looks Very good.
I Noticed a bit of clipping issues between the arm and the neck thing :p But thats Minor compared to the awesome model and skin :D

N-5/Prudii
08-10-2010, 03:40 PM
Very nice job! the only thing I don't like is that buzzing in the background, but that probably isn't your fault.

Kainzorus Prime
08-10-2010, 03:51 PM
That's the mic static fraps recorded, for whatever reason. It doesn't appear during actual game or dialogue.

Rinku
08-10-2010, 06:01 PM
Looks and sounds very good!

Dak Drexl
08-10-2010, 07:03 PM
As everyone is saying, it looks and sounds awesome but I have a question.

Are you giving the Sith officers the Imperial Officer clothing as well as Carth? I just don't think that makes very much sense - or are you just testing the skins out on them?

Kainzorus Prime
08-11-2010, 02:11 AM
It was just a skin I kept in override before the model was converted. They'll only have Imperial uniforms in my next project.

Kainzorus Prime
08-11-2010, 02:15 PM
Update, finished Delta Squad.

http://img821.imageshack.us/img821/194/deltas.th.jpg (http://img821.imageshack.us/i/deltas.jpg/)

I've tweaked the colors to match the originals more closely.

Now all that's left are voiceover edits and some tweaks to Carth's uniform, and it'll be good to go.

Once again, any willing testers, for K1 version for now, apply here. I have zero confidence in my tsl patcher configs after first version, so I'll rely on you guys to report any bugs.

N-5/Prudii
08-11-2010, 02:17 PM
Think you could use this:
http://www.lucasforums.com/picture.php?albumid=588&pictureid=7196

Kainzorus Prime
08-11-2010, 02:32 PM
I'd preffer going with canonical Clone Wars outfits, which admittedly didn't differ much from Imperial ones.

Also, why does that uniform have Separatist logo, that'd be silly on Republic character.

N-5/Prudii
08-11-2010, 02:35 PM
No, not for the clones, I was thinking for the Sith on Manaan...

Zhaboka
08-11-2010, 03:11 PM
VOs sound awesome, but if you REALLY want to spend a lot of time, I'd give each one a gain boost of a few decibels. But they sound great as-is.

Kainzorus Prime
08-11-2010, 03:37 PM
Yeah, I guess they're a little quiet. Giving them a 2.00 boost seems to be evening it to the same level as originals.

Laar_Dha
08-11-2010, 04:34 PM
:thmbup1:Your Delta squad looks awesome. I love those guys. I'd be glad to test the K1 version; just getting ready to do a clean install of KOTOR on my pc.

(If you'd like, I could also tweak an installation for the Mac OS version. My Macs are feeling neglected.)

Kainzorus Prime
08-11-2010, 04:38 PM
Fine by me, you're in. I'll get you the installer after I have everything assembled together.

Kainzorus Prime
08-12-2010, 02:08 PM
Update.

DeadMan comes through again with assistance, this time in the form of scripts that replaced the Republic corpses with Clones.

http://a.imageshack.us/img52/6894/corpses.th.jpg (http://img52.imageshack.us/i/corpses.jpg/)

Zhaboka
08-12-2010, 09:39 PM
YESSSS!!!!!!!!

Kainzorus Prime
08-14-2010, 05:14 AM
There appear to be some problems with edited sound files. In your typical cutscene dialogue they work fine, but not during the pop-up responses from random npcs, like the clone going 'Greetings Master Jedi etc etc' near republic embassy on Manaan. Those remain silent for some reason. Suggestions?

bryzz
08-14-2010, 11:01 AM
replacing the republic corpses with clones - is that in both games or just K2??

Qui-Gon Glenn
08-14-2010, 11:23 AM
There appear to be some problems with edited sound files. In your typical cutscene dialogue they work fine, but not during the pop-up responses from random npcs, like the clone going 'Greetings Master Jedi etc etc' near republic embassy on Manaan. Those remain silent for some reason. Suggestions?

I would recommend mining BOS:SR source files. silveredge9 had good success incorporating ambient dialog in his expanded korriban modules (including some very amateur work of my own). Some of those modules were custom, but the trigger and scripting should be about the same.

Kainzorus Prime
08-26-2010, 08:47 AM
replacing the republic corpses with clones - is that in both games or just K2??

For K1 too.

And I'll check out the BoS files.

In the meantime, as is my custom, another side project, and once again with DeadMan's assistance. I believe you all will know what this is about.

http://a.imageshack.us/img841/5007/21719662.th.jpg (http://img841.imageshack.us/i/21719662.jpg/)

reivzje
08-26-2010, 10:29 AM
http://a.imageshack.us/img841/5007/21719662.th.jpg (http://img841.imageshack.us/i/21719662.jpg/)

Wow looks pretty sick :thmbup1:

Darth Crados
08-26-2010, 02:57 PM
For K1 too.

And I'll check out the BoS files.

In the meantime, as is my custom, another side project, and once again with DeadMan's assistance. I believe you all will know what this is about.

http://a.imageshack.us/img841/5007/21719662.th.jpg (http://img841.imageshack.us/i/21719662.jpg/)

Very nice indeed :thmbup1:. What are those metal things on his chest and back supposed to be btw?

TriggerGod
08-26-2010, 06:01 PM
Very nice indeed :thmbup1:. What are those metal things on his chest and back supposed to be btw?

I believe hes trying to recreate the Darth Sion costume from The Force Unleashed.

@-S-: I recently collected a series of screenshots of the TFU Sion from various angles, would you like me to share them with you?

Kainzorus Prime
08-27-2010, 03:34 AM
While I do have TFU installed, any new references are welcome.

Kainzorus Prime
08-28-2010, 03:09 PM
Progress on Sion so far.

http://a.imageshack.us/img827/5521/53066780.th.jpg (http://img827.imageshack.us/i/53066780.jpg/)

Dak Drexl
08-28-2010, 03:54 PM
Looks basically perfect so far. Are you planning on attempting to add the cool little shoulder pad thingy?

Kainzorus Prime
08-28-2010, 04:06 PM
If DeadMan's willing to edit the model that way, sure. He's still working on front/back flaps for the hips at the moment though.

Laar_Dha
08-28-2010, 05:31 PM
Wow. The face is really really creepy. Impressive work.

Kainzorus Prime
09-03-2010, 11:28 AM
Latest and probably last addition to the clone pack, Episode 2 variants.

http://a.imageshack.us/img195/2369/34389476.th.jpg (http://img195.imageshack.us/i/34389476.jpg/)

Kainzorus Prime
09-08-2010, 01:56 PM
Model-wise, Sion is done. All that remains is the texturing.

http://a.imageshack.us/img840/8746/sion.th.jpg (http://img840.imageshack.us/i/sion.jpg/)

redrob41
09-09-2010, 12:42 AM
Model-wise, Sion is done. All that remains is the texturing.

Awesome model work! :D

Hey Deadman, how is it that you are able to add polygons to animated models, and get them to work in-game without exploding? Are you able to do it to head models as well? Could you write up a tutorial?

Triple-Eight
09-09-2010, 11:28 AM
Model-wise, Sion is done. All that remains is the texturing.

http://a.imageshack.us/img840/8746/sion.th.jpg (http://img840.imageshack.us/i/sion.jpg/)

It is possible to extract textures from the force unleashed - ultimate sith edition (PC Version).
Try to extract the Darth Sion textures from the game and transferred it to your fantastic Model.
http://www.lucasforums.com/forumdisplay.php?f=765

Sorry for my bad english.

Drewton
09-09-2010, 12:08 PM
Woah, that is awesome. Much, much better than my attempt. How'd you edit the model?

Lord of Hunger
09-09-2010, 04:59 PM
Awesome stuff, DK! Sion now looks intimidating, which is a very nice change! Good work!

It is possible to extract textures from the force unleashed - ultimate sith edition (PC Version).
Try to extract the Darth Sion textures from the game and transferred it to your fantastic Model.
http://www.lucasforums.com/forumdisplay.php?f=765

Sorry for my bad english.
Hey Triple-Eight. Just to let you know, what you are suggesting is porting. Unfortunately due to LucasArts and their EULA, that's not allowed (even with another LucasArts game).

Kainzorus Prime
09-09-2010, 05:42 PM
Since my new texture is photosourced from TFU screens, I see no need for porting actual textures over to K2. It would be the same thing, but my way is legal.

Darth DeadMan
09-09-2010, 11:57 PM
Hey Deadman, how is it that you are able to add polygons to animated models, and get them to work in-game without exploding? Are you able to do it to head models as well? Could you write up a tutorial?
Didn't tried this method for heads yet. Will experiment when I'll return to work on my Anakin skin.

About adding new skinmeshes. That's a little tricky. I did it this way:
First of all, I've taken MDLOps 0.6a1 to decompile original Sion model and jedi robe model. Then used notepad to import robe bones and geometry to Sions' ascii model. After that I've edited model in gMax: modeled pauldron from scratch; remodeled jedi robe geometry to make separate flaps, reweighted them and exported.
Now comes the tricky part. We all know that to compile model we need original *.mdl and *.mdx in same folder with our edited ascii-model. Well, I did not used Sions' model, but taken S_Female02 supermodel instead (but I renamed supermodel files to N_DarthSion). After this manipulations MDLOps 0.6a1 compiled model without any problems and model work just fine in game.
There are still some things that I don't completely understand - for example, it looks like model will be badly deformed if you name your new skinmeshes with names which are not used in original KotOR models. In my first attempts, I've named back flap just like 'backflap' and model turned into a monster, BUT when I've changed name to 'robe_geo' it worked just fine.

I don't think I'll write a better tutorial - it's just too difficult for me to descibe such things in English. Sorry.

Kainzorus Prime
10-15-2010, 01:25 PM
Right, I need help with TSL Patcher now.

People are reporting that after installation, the armor models don't match the items. It seems it's because the uti files don't match the appearance.2da entries correctly. Now, I let the patcher do the comparison between clean appearance.2da and modified one to make the changes during installation, but I haven't included the modified 2da itself in the mod.

Was that an error? How to resolve the issue of disguises not matching up properly with items? Any help is welcome.

Seikan
10-15-2010, 01:52 PM
http://www.lucasforums.com/showpost.php?p=2168405&postcount=201

Read this topic, it explain how to made the head match the appearance, I guess you know how to do it. Then once you know about it:

Well it's almost the same but applied to the items, you have to use the "compare" button as with the appearance 2da, but with your item having for example "disguise property: Darth Nihilus" compared with your item exactly the same but with "disguise poperty: Darth Sion".
Now, the only difference being the chosen appearance, you will have it as the change, so you have to replace the change into "Darth Sion" into "2DAMEMORYX" being the appearance that you want. (Like when you put a "2DAMEMORYX" being a head into the appearance).

redrob41
10-15-2010, 01:58 PM
I've just taken a quick look at your changes.ini file (I'm not on my modding computer, so Notepad is all I have ATM). It looks like you're set up so that the appearance.2da file should be updated with all (30?) of the new trooper appearances. But, it looks like you are just copying the armor.uti files into the override directory, rather than modifying them. The .uti files will look for the row number of the appearance.2da file (rather than the text of the label). The label name is what is displayed in Kotor Tool, but the row number is important.

I think you'll have to set up the armor uti files so that they get edited by the Patcher (GFF edit?). I'll try and post more when I'm on the right computer.

Kainzorus Prime
10-15-2010, 02:07 PM
I've just taken a quick look at your changes.ini file (I'm not on my modding computer, so Notepad is all I have ATM). It looks like you're set up so that the appearance.2da file should be updated with all (30?) of the new trooper appearances. But, it looks like you are just copying the armor.uti files into the override directory, rather than modifying them. The .uti files will look for the row number of the appearance.2da file (rather than the text of the label). The label name is what is displayed in Kotor Tool, but the row number is important.

I think you'll have to set up the armor uti files so that they get edited by the Patcher (GFF edit?). I'll try and post more when I'm on the right computer.

There are 30 different appearances, that's correct. You seem to understand the problem, and I'd like an explanation how to edit the uti files to look for the labels rather than row numbers, as this is exactly the issue.

Seikan
10-15-2010, 02:34 PM
That's what I explain on my previous post °°

You have to make like the installation of a new appearance with a new head, just that you do as if the appearance was your head, and the item the appearance. And if you don't know how to made it with the appearance there is the link i posted just before.

(I made it with my last mod, so I know what i'm talking about x) If you still have problems I can try to explain it better )

redrob41
10-15-2010, 06:10 PM
I'm still on a computer that doesn't have Kotor Tool or TSLpatcher tools, so all I've got to go by is text. Here goes ...

In the TSLPatcher download, there should be a ReadMe, really.pdf that includes all the instructions. On page 13 (point 3.4) are the instructions that I use to alter .uti and .utc files that need a line from the appearance.2da. Here it is:
3.4. GFF Files
GFF is a file format used for a variety of different file types in the game, such at UT* templates, DLG dialog files, the global.jrl Journal entry file, just to mention a few.
TSLPatcher can modify the value of the fields in GFF files found in the user's override folder (or place a copy of the file there if it doesn't already exist before modifying it).
To do this, select the GFF Files section in the tree view and either choose Add GFF File... from the Modifiers menu, or right-click the section and choose Add GFF File... from the context menu. Type in the name of the file to modify, be sure to include the file extension (i.e. .dlg, .uti etc...). Then select the newly added GFF file in the tree view to view its Modifier list.
The TSLPatcher normally modifies GFF format files in place, rather than overwrite them, if it finds that one of the files already exists within the user's override folder. If you want existing files to be overwritten by a fresh copy from tslpatchdata before they are modified, check the Replace check box.
The Destination box (new in v1.2.5) allows you to determine where the GFF file is located (if modifying existing files) or should be saved (if adding new files). There are two options here:
1)If the Destination box is empty or set to “override” (without the quotation marks), the files will be modified and/or placed in the override folder as before.
2)If the Destination box is set to the relative path (within the game folder) and name of an ERF/MOD/RIM archive file, the modified GFF file will be modified (if already existing) or inserted (if not already existing or the Replace setting is set) into this archive file instead of being placed in the override folder.
Important:If you set an ERF/RIM file to save your modified files in you must specify the relative path from the game folder to where the ERF/RIM file is located. If, for example, you want to modify a GFF file within the file myarea.mod located in the Modules folder, you would set the Destination to Modules\myarea.mod.
There are three main things you can do in the GFF panel to create instructions to modify GFF files, which are divided into two distinct sections:
3.4.1. Modifying existing GFF Fields
To change the value of a GFF field, type in the label of the field in the GFF Field box. If the field is not located at the root-level (top-level) of the GFF Field tree, you must specify a full label path to the field, where each label or list-index is separated by a backslash ("\") character. E.g. to change the subtype of an item property, you might enter PropertiesList\0\Subtype.
Be careful when specifying the label. They are case sensitive, thus Comments and comments are not the same label. Use the GFF Editor to view the field tree in the GFF file you wish to modify.
Click the Load icon to the right of the GFF Field box to load all currently existing field labels from an existing GFF file. This may save you some typing and may help preventing typos in the field labels. If a file with the same name as the one you currently make modifiers for exists in the same folder as your changes.ini file (e.g. a tslpatchdata folder) it will be loaded directly. If the file could not be found you will be prompted to select one to load.
In the Value box, enter the new value you wish the field to have. Take care to only enter data of a type that the type of field can handle. Trying to assign a text string to an INT field is not a good
idea, for example. If you wish to assign a value stored in a StrRef# or 2DAMEMORY# token to a field, all (so far) assigned tokens are listed in the drop down list, so you can select the relevant token there.
Press the up arrow icon to save the Modifier to the list. To edit a field value you have already entered, select it in the list and press the down arrow icon.
Note: A few complex field types requires a somewhat more arcane procedure to specify their value:
ExoLocString fields will require you to append a directive to what to edit at the end of the field label, since they are made up of one StrRef value and optionally one or several sub-strings. If your ExoLocString field has the label Comments, you would assign a new StrRef value to it by typing Comments(strref) in the GFF Field box. For the substrings you add lang followed by the language+gender ID number of the string, like: Comments(lang0) to modify the English localized string the Comments field.
Orientation fields will require you to specify each part value separated by a pipe ("|") character. For example 0.05|1.2|0.0|10.0. Orientation fields are made up of 4 decimal values.
Position fields will require you to specify each coordinate value separated by a pipe ("|") character. For example 0.05|1.2|0.0. Position fields are made up of 3 (x,y,z) decimal values.
STRUCT and LIST fields have no value, since they only contain other fields and carry no data themselves.
Note: In TSLPatcher v1.2.7b9 and onward it is possible to use the value stored in a 2DAMEMORY# token as field path+name to modify a value. This can be useful in situations where you need to dynamically update fields that don't exist in the file already and you are having the patcher add dynamically (see section 3.4.2 below). It can, for example, be used to insert new branches into the dialog tree in a DLG file by first adding the new fields and storing the path+name to the RepliesList/EntriesList index fields in a token storing the list-index of the new corresponding ReplyList/EntryList structs in another token, and then insert them into the Index fields after they have been created.

Basically, in TSLPatchEdit tool, you'll have to remove all the .uti & .utc files that are currently being copied unedited into the override directory. Then, for each one, you'll have to Add GFF File. It will ask for the name of the file, and maybe even where it will be saved (the Override dir). Then you'll have to change the PropertiesList\0\Subtype to the name of the label in the newly modified appearance.2da file. You can use 2daMemory tokens to do this as well.

Hmm, I'll check the tutorial section, and if I don't see any thing, maybe I'll make one with pictures.

Kainzorus Prime
10-16-2010, 11:01 AM
Right, so I'm following this to the letter and adding gff files as I go. Is this how it should look:

http://img256.imageshack.us/f/87683684.jpg/

DM_ArcBasic is the label from appearance.2da

I'm asking in advance to prevent further screw-ups.

redrob41
10-16-2010, 03:54 PM
Right, so I'm following this to the letter and adding gff files as I go. Is this how it should look:

http://img256.imageshack.us/f/87683684.jpg/

pretty much. I would also check the "Replace file if it already exists at destination" because this modified uti will always be the more up to date one.

I also prefer to use 2DAMemory tokens, just because it reduces the likelyhood of spelling mistakes, but it isn't nessesary. You wouldn't want to accidentally type in "DM_ArBcasic", right? Any spelling mistakes at this point would cause the disguise item to be messed up.

edit: I've got a tutorial up now. No link, because a moderator might choose to move it. I hope it helps you DK
edit 2: here's the link (http://www.lucasforums.com/showthread.php?t=205673) for anyone else who might be interested ;)

Kainzorus Prime
08-13-2013, 05:58 PM
Arise, Threadimus Prime.

Yes, I'm back, and yes, all the backlog that was on hold for the last three years is going to be released. For now, let me show you something that's going to be a part of the Imperial pack - Saul Karath's new uniform and head.

http://i.imgur.com/4zfdb0Q.jpg
http://i.imgur.com/GKaWN8S.jpg
http://i.imgur.com/O1Q4cdT.jpg

Unfortunately, the hunched neck is not something I can fix, as I had to use the Sith Officer head rather than Saul's own due to clipping issues, and the SO head is animated in a way to balance the original sith uniform's thrust-out chest posture.