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Old 04-15-2008, 05:10 PM   #81
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Here's my first gun model. It's an m-4 carbine. I'm going to make authentic bullets and a new muzzleflash *crosses fingers*. Also, YES, I am on the enclave roof, but don't ask how I got up there. If you do, I'll probably just answer. I still suck at making textures, but this gun is UV mapped a lot better than my previous, so I'm getting there... I did use a pic, but a higher resolution than my last M-16...





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Old 04-15-2008, 05:18 PM   #82
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That M-4 looks pretty sweet!! Are you sniping any Jedi from up there? How about an AK-47 though? Seems quite likely that terrorists and freedom-fighters across the galaxy would warm to it!
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Old 04-15-2008, 05:25 PM   #83
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I've planned on an AK-47. I'll try to create my own scratch-built texture for it. As for why I'm on the roof, well, here goes. I was fighting off Kath Hounds with the M-4. I just replaced the default repeating blaster, so I was doing 4-6 damage. I decided to run off so I could examine the gun closer. I ran back to the Enclave, but they followed me all the way there. There was one right behind me, and when I turned around, wallah! I'm on the roof. Most random bug I've encountered. I was sniping Juhani from up there, so she'll shut up...



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Old 04-15-2008, 05:27 PM   #84
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Quote:
Originally Posted by sithspecter
I've planned on an AK-47. I'll try to create my own scratch-built texture for it.
Does this mean the texture on that weapon is not your own work?

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Old 04-15-2008, 05:29 PM   #85
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Sweeeeeet!!!

Yeah, maybe Juhani wasn't such a great addition to the game!

Ha! You can see one of the Kath Hounds on the Bridge... Wonder why nobody's going crazy?
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Old 04-15-2008, 05:33 PM   #86
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Quote:
Originally Posted by Inyri
Does this mean the texture on that weapon is not your own work?
I've done it with a pic from google so far, but I'm going to redo it. I just suck at texturing. Partly because I still have the gimp. Plus, I need to figure out how to use Photoshop. I need a really good tute...



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Old 04-17-2008, 05:26 PM   #87
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Kotor 2 mod

Could you make these weapons and ammo for k2? I play k2 more than k1 so it would be nice to have them on both. This mod is a definte download from me! it's frickin hilarious! Though it might be better to make the swoop bike things and other big ones to be scaled down a bit.


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Old 04-17-2008, 05:42 PM   #88
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I don't know... I might. I'd have to have two different baseitems, though. I guess I could. After I'm finished with all the guns, I'll make it for both.



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Old 04-18-2008, 07:15 AM   #89
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Lightbulb Gizka Gun!

I've finished the Gizka Gun. It's a pretty large model, and it's a pistol, so the good news is that you can hold two of them. I did the texture all by myself, and it looks alright, I believe. The star wars text on the top says 'Gizka,' in the case that any of you were wondering. It clips a bit when it's ingame, but hey, I'm not going for the most realistic weapon here. My icon, also, is pretty funny. It's the gun with two Gizka's standing around it with their tongues out. Enough talk. Here are the pics.







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Old 04-18-2008, 10:30 AM   #90
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Really nice


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Old 04-18-2008, 11:10 AM   #91
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Haha. Brilliant! Let's go own Malak with the Gizka gun!
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Old 04-18-2008, 12:38 PM   #92
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Hilarious

And good ofcourse


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Old 04-18-2008, 12:53 PM   #93
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Looks like something from Ratchet and Clank...

Looking good SS!




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Old 04-18-2008, 04:21 PM   #94
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Quote:
Originally Posted by sithspecter
. When Carth started pumping out the rapid shot, swoop bikes started spraying all over the swoop gang.
OH NO the gangs sport is turning on them huh?


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Old 04-18-2008, 04:48 PM   #95
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Thanks for all the compliments, guys! Right now, I'm working on an AK-47 and a REAL ion gun. This one is going to be like an electrocuter that shoots out lightning. Not a sorry grenade launcher turned droid rifle. I am planning on doing a cold gun, a flamethrower, and a teleporter cannon. The teleporter cannon is a new invention. It has a teleport on the end that can turn a regular infantry man into a walking artillery gun. Remote artillery fire into the 'entry' end of the teleport on command, and it comes out of your end. If you have any requests, I'm open to them. Oh, I've also finished a sniper rifle and I'm planning on a dart shooter and a rocket launcher.



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Old 04-18-2008, 04:59 PM   #96
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sithspecter, that Gizka Launcher is freaking awesome! I'm amazed at all of the things you are able to do with this mod. I'm also pretty anxious to see how you're AK will turn out, judging by your M4, I have a feeling it's going to be pretty sweet. Keep up the good work, and keep those screenshots coming, loving it.

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Old 04-18-2008, 05:03 PM   #97
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Since its a sniper, I'm guessing it'll have better range then a normal gun.
You should do a drain gun that has the same properties of Life Drain.
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Old 04-18-2008, 05:06 PM   #98
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The M-4 is certainly one of my better models. But, the drawback is that it's 4900 polys. The front grip is 2000 alone. My AK-47, finished, but not textured, is 1,300 polys, but it doesn't look as good as the M-4, but it still looks decent, I think anyway. I've got Photoshop now, but I haven't the slightest idea of how to use it. Also something that I'm planning on doing is making the M-4 as a single pistol weildable by only HK-47. That way he can hold two!

Edit: @ Bioshazard. The sniper rifle will have an insanely large range. It will also have a instant kill with a DC 10 save.



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Old 04-18-2008, 05:16 PM   #99
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Quote:
Originally Posted by sithspecter
Edit: @ Bioshazard. The sniper rifle will have an insanely large range. It will also have a instant kill with a DC 10 save.
*Imagines Sniping down Malak*
Now, if I had K1 for the comp...
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Old 04-18-2008, 05:21 PM   #100
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Or, I could give one to Malak and you can imagine a deadly blaster bolt headed towards your face!

And, I'd better officially announce this, I'm making it for TSL as well!



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Old 04-18-2008, 06:10 PM   #101
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Seriously...
If it isn't...
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Old 04-18-2008, 06:48 PM   #102
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AH! AH! AHA! MAJOR UPDATE! I CAN NOW DO ANIMATED WEAPONS! REPEAT! I CAN NOW DO ANIMATED WEAPONS! I've been wondering how to do this for a while, and now I've cracked it. I took a look at the quarterstaff model (the one that is completely useless) and I've discovered the animations that can lead to a minigun with spinning barrels, etc. New weapon models will never be the same! I don't have any new models yet (I'm not that fast) but everything is on hold till I get a minigun. I will have it by tomorrow and I'll release it on KotOR files next week. (That is if it actually works). Well, I'm off to the Unknown Regions of deep space and I'll return with a minigun...



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Old 04-18-2008, 07:22 PM   #103
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Nice change of subject
Anyway...
Whats gonna fire out of the minigun?
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Old 04-18-2008, 07:24 PM   #104
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Lots, and I mean lots, of bullets. Not blaster bolts, but a real bullet model. Well, now off to work. I'm going to model the Vulcan Minigun. I'll release it hopefully by next week.



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Old 04-18-2008, 07:42 PM   #105
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OOOooooooohhhhh, That's what was missing from KotOR... That and a Grenade Launcher, Rocket Launcher, and other assorted Heavy Weaponry! -Seriously, a 'Heavy Repeating Blaster? Never figured out that one!-

That and those Gizka guns! Dang those are big, almost comic... Not that this isn't a mod thats converging on the comic!

Can't wait to see this one finished!
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Old 04-19-2008, 04:54 AM   #106
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Lol, the Gizka Gun is hilarious Hmm, I'm thinking of the size of the Rancor Gun barrel
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Looks like something from Ratchet and Clank
Damn, I love those games! One of thing I regret about switching to the xbox side


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Old 04-19-2008, 06:27 AM   #107
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Damn, I love those games! One of thing I regret about switching to the xbox side
LOL at the Quackinator and the Sheep Ray. Shame I also switched to the 360 side.


On-topic: sithspecter, since you're making a minigun that fires bullets, it would be cool if you changed the blaster bolts into (strangely slow because of the bolt speed) bullets with streaks. (Although, I was wondering if it was possible to change the speed of the projectiles... )
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Old 04-19-2008, 09:53 AM   #108
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Well, good news. My minigun works! The barrels spin, and I've got the animations down! This will mean that I can create multi-mesh lightsabers with new animations. Benefits will include: crazy throwing motions.

@JD-Rom: I can't make the projectile go any faster, yet. But, I'm trying to find out what controls the speed, if anything. It's probably hard-coded into the game. I can make bullets with streaks, though.



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Old 04-19-2008, 09:57 AM   #109
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This is indeed very good news.

I'm really looking forward to playing the game with this one, and the bullets with streaks kinda sounds like Tracer Rounds.


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Old 04-19-2008, 03:08 PM   #110
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Great news and previews sithspecter!

Don't know about double M-4's though, a bit too much perhaps... Twin MP5s however...
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Old 04-19-2008, 07:44 PM   #111
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I'm done with the map for my minigun. Now, I'm going to give a try at texturing with Photoshop. Wish me luck!



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Old 04-20-2008, 06:40 AM   #112
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Quote:
Originally Posted by sithspecter
Well, good news. My minigun works! The barrels spin, and I've got the animations down! This will mean that I can create multi-mesh lightsabers with new animations. Benefits will include: crazy throwing motions.
You'll have to write me a tutorial of somesorts
Or just a quick step by step plan to follow, you got my interests peaked.

Plus I'm like 90% you have to use G-Max to export out right... o_q

Anyway, its great you're delving into this. Really great


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Old 04-20-2008, 11:55 AM   #113
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Actually, I'm not 100% on all of this yet. But, I have determined that pretty much, just about anything with animations is now possible. We can have animated whatever we want (including armors) using the default animation. I build my model in 3DS Max, and then export it and do the anims in GMax. But, NWMax doesn't have all the KotOR animations in it, so you have to edit the names in notepad. I'll do a tute when I can get around to it.



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Old 04-20-2008, 01:15 PM   #114
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Quote:
Originally Posted by sithspecter
NWMax doesn't have all the KotOR animations in it, so you have to edit the names in notepad. I'll do a tute when I can get around to it.
Hey thanks for this extra bit of information.

Me and GM where looking at area animations; exploring some setting in the models from K1 and TSL.

As we need it for lasers and such stuff.

But your suggestion of altering the names in Notepad might be thing we need to get it done.

Thanks mate


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Old 04-20-2008, 06:34 PM   #115
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I think animated modules can be done with the default animation, but I haven't tested it yet.



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Old 04-20-2008, 07:18 PM   #116
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So from what you're saying sithspecter, it would be possible to make a working 'flowing' cape for Revan (rather the black 2x4 he's got ruining his style), right? I mean I'm sure it would probably take a heck of lot of work to do, but it is now possible, right? Or am I getting it all wrong?
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Old 04-20-2008, 08:54 PM   #117
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Oooohhhh... Yeah it's kinda off topic... but think of this, TSL style Robes! If I'm right... which I kinda doubt now... but, you could animate the robes to look sorta like TSL's robes... The look is going to be ruddy difficult to pull off, but think of it!

On topic: Very, very nice! With a Sniper Rifle, an M-4, a Klashnikov, and a Mini-Gun I have enough weaponry to outfit a small army!
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Old 04-21-2008, 02:30 AM   #118
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I think that is still impossible because MDLops does not handle character models accurately. I'm sure it won't be too long before we can though


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Old 04-21-2008, 03:46 AM   #119
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Good Job with all of the innovations, sithspecter. This is truly amazing.


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Old 04-21-2008, 07:08 AM   #120
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Quote:
Originally Posted by xrefusex
So from what you're saying sithspecter, it would be possible to make a working 'flowing' cape for Revan (rather the black 2x4 he's got ruining his style), right? I mean I'm sure it would probably take a heck of lot of work to do, but it is now possible, right? Or am I getting it all wrong?
Not really, as Character models involve the SKIN modifier to animate them.

Little basic things like guns, swords, bullets... helmets don't use the SKIN modifier to be animated.

So MDlops can compile it to the .mdl format.

Plus most of these animations are pretty short in frames, mostly get looped.
And these animations are contained in the model itself.

Character animations are not in the model itself, their contained in a sort of MASTER skeleton model. Their about 2 to 3 of them (Male/Female... )

Its a monster file, ruffly about 16.000 frames. It would take some time to get the cape flowing nicely with all of them.
Then ofcourse you would need to adjust the Skeleton itself to include the bones needed for the cape...

Not impossible to do , but surely a crazy task.

Anyway got off track here.

Character/ Creature animations are not do-able for the moment.
Though SS findings might ofcourse help us forward to solve the riddle


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