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07-29-2009, 06:29 PM
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#1
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Rookie
Join Date: Feb 2009
Location: California
Posts: 131
Current Game: Plants vs Zombies
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ANH Luke's Lightsaber Mod
I'm pretty bored with the standard lightsabers in KOTOR so I decided to make the good old standby. In this mod all blue lightsabers are replaced by Luke's from A New Hope. I'm sure this has been done before, but I figured I'd try my hand at it. My horrible texture abilities aside I think this model came out quite well. I hope you all like it.
Screeny
Download from my website
OOPS: Okay, I just realized that there's only one texture for for all lightsabers. So beware that if you throw this into your override the other colored lightsabers won't look right.
Last edited by miro42; 04-27-2013 at 05:04 AM.
Reason: OOPs
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07-29-2009, 06:42 PM
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#2
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I Am Revan, I Remember.
Join Date: Nov 2007
Location: Grong, Norway
Posts: 2,491
Current Game: DS3, Alien: Colonial Marines
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This hilt looks very nice.

Formerly known as: Danyael27
My mods at KotorFiles: K1 Robe Stat Boost, TSL Jedi Robe Stat Boost, Jedi Fight Training.
Quando omni flunkus moritati - the motto of the Possum Lodge, Pseudo-Latin for 'when all else fails, play dead.'
SW: Invasion 05,P16 -(Spraug: Seriously? A Wookie with a lightsaber? Thats just overkill.
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07-29-2009, 06:45 PM
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#3
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Behold The Envoy...
Join Date: Nov 2008
Posts: 717
Current Game: TES IV: Oblivion
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I might be wrong but it looks to me like both the model and texture is on par with the Luke ANH saber Oldflash did for the K1 Cyan saber.
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07-29-2009, 06:49 PM
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#4
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Rookie
Join Date: Feb 2009
Location: California
Posts: 131
Current Game: Plants vs Zombies
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Quote:
Originally Posted by Darth Payne
This hilt looks very nice.
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Hey thanks!
Quote:
Originally Posted by Rtas Vadum
I might be wrong but it looks to me like both the model and texture is on par with the Luke ANH saber Oldflash did for the K1 Cyan saber.
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Is that a good thing?
Or if you're suggesting I ripped it off, I built them both from the ground up. Really, I guess if we used the same reference material there shouldn't be too much of a difference anyway.
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07-29-2009, 06:58 PM
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#5
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My vision is augmented
Join Date: Jul 2005
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Current Game: Deus Ex series
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That is not a rip-off of Oldflash's hilt. Oldflash's has completely different emitter.
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07-29-2009, 07:00 PM
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#6
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Behold The Envoy...
Join Date: Nov 2008
Posts: 717
Current Game: TES IV: Oblivion
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Quote:
Originally Posted by miro42
Is that a good thing?
Or if you're suggesting I ripped it off, I built them both from the ground up. Really, I guess if we used the same reference material there shouldn't be too much of a difference anyway.
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A very good thing. I mean that you modeled and textured the saber just as well as Oldflash did when he(Hopefully I'm not wrong about that, if so, sorry) made his.
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07-30-2009, 01:10 AM
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#7
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Forumite
Join Date: Apr 2009
Location: DisneyLand
Posts: 688
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Wow, the details on it are really good. I'd say you came pretty close to it looking like Luke's lightsaber.
It's a winner!
SITH HAPPENS
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07-30-2009, 01:12 AM
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#8
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Guy with Monocle
Join Date: Apr 2009
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Posts: 1,638
Current Game: DX:HR, iKotOR
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Nice! I will be using this one soon! 
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07-30-2009, 02:08 AM
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#9
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Rookie
Join Date: Feb 2009
Location: California
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Quote:
Originally Posted by Rtas Vadum
A very good thing. I mean that you modeled and textured the saber just as well as Oldflash did when he(Hopefully I'm not wrong about that, if so, sorry) made his.
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Cool. I like you then!
Quote:
Originally Posted by purifier
Wow, the details on it are really good. I'd say you came pretty close to it looking like Luke's lightsaber.
It's a winner!
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Aww, you're making me blush
Quote:
Originally Posted by Te Mirdala Mand'alor
Nice! I will be using this one soon! 
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Yay! I hope you enjoy it!
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07-30-2009, 02:35 AM
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#10
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Afro Skeleton
Join Date: Apr 2009
Posts: 963
Current Game: Street Fighter IV
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Nice job! I like mods that bring the saga into Kotor 
Bink's Sake
"I've barely eaten anything for many decades now. It feels like my stomach shriveled into my back........though i don't have a stomach or back because i'm a skeleton! Yohohohoho! SKULL JOKE!"
"My eyes have never seen such a pretty woman! But i'm a skeleton so my eyes don't see much."
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07-30-2009, 09:41 PM
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#11
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Rookie
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Quote:
Originally Posted by DarthDac
Nice job! I like mods that bring the saga into Kotor 
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Thanks. I almost prefer the original saga, if for no other reason than nostalgia. I'd have a Princess Leia head out if I could crack this silly hex editing.
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08-01-2009, 10:53 AM
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#12
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I bent my Wookiee
Join Date: Apr 2004
Location: Oz
Posts: 2,535
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Very nice miro42. In particular an excellent texture, although sadly you really can't fully appreciate good saber textures in KOTOR.
There are a couple of technical inaccuracies. I'm not sure how concerned you are with those. I gather that some at least are due to modelling constraints, however there is also some minor missing detail from the texture. I don't want to be nitpicky though so I won't harp on about that. I do tend to be a bit anal about those sorts of things.
One comment I would pass on though is that, opening your model in GMax, there seems to be a UV error. It's something that commonly happens during the conversion to a binary model. Here's a pic:
Did you detach all your faces? I know this sort of thing was the bane of my early saber-making experience.
Quote:
Originally Posted by -DK-
That is not a rip-off of Oldflash's hilt. Oldflash's has completely different emitter.
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Oldflash's hilt is Anakin's ROTS hilt which was an idealised amalgam of Luke's ANH and ESB hilts.
Last edited by DarthParametric; 08-01-2009 at 11:01 AM.
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08-01-2009, 04:30 PM
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#13
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Rookie
Join Date: Feb 2009
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Quote:
Originally Posted by DarthParametric
Very nice miro42. In particular an excellent texture, although sadly you really can't fully appreciate good saber textures in KOTOR.
There are a couple of technical inaccuracies. I'm not sure how concerned you are with those. I gather that some at least are due to modelling constraints, however there is also some minor missing detail from the texture. I don't want to be nitpicky though so I won't harp on about that. I do tend to be a bit anal about those sorts of things.
One comment I would pass on though is that, opening your model in GMax, there seems to be a UV error. It's something that commonly happens during the conversion to a binary model. Here's a pic:
Did you detach all your faces? I know this sort of thing was the bane of my early saber-making experience.
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Hey coolbeans. No I don't think I detached the faces so hopefully that is the problem. Just to clarify, you're talking about detaching the faces on the model itself, not in the UVMap, correct?
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08-01-2009, 04:46 PM
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#14
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How to take a picture
Join Date: Mar 2008
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Posts: 2,396
Current Game: DYING
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Your model looks pretty good. I might use it in my next K1 playthrough.
Quote:
Originally Posted by miro42
Hey coolbeans. No I don't think I detached the faces so hopefully that is the problem. Just to clarify, you're talking about detaching the faces on the model itself, not in the UVMap, correct?
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After you model your saber, you are supposed to select the different parts of the UV Map (in editable Mesh), and detach them to an element.
Heres a visual guide, courtesy of DP.
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08-02-2009, 02:06 AM
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#15
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I bent my Wookiee
Join Date: Apr 2004
Location: Oz
Posts: 2,535
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Was that something I sent you via PM TG? I did search to see if I made a more descriptive public post, but can't seem to find one. I should probably do one for the saber A-Z thread.
As TG said, the idea is to detach polys (make sure only as an "element" and not as a separate object). It seems MDLOps gets a bit screwy when dealing with adjoining polys that are split across different regions of the UV map. Usually what I do is start at the bottom of a hilt, select every loop/row of polys, detach them, then hide them to get them out of the way (as shown in the pic). In some cases you may need to detach polys individually, depending on your mesh topology and the UV map.
By the way, there should be a step 6a which is to hit the OK button. I guess that should be obvious but just in case.
Last edited by DarthParametric; 08-02-2009 at 02:13 AM.
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08-06-2009, 06:34 PM
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#16
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Did you reset?
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,972
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If you hexedit the model and rename the hilt texture then you wouldn't have to worry about it effecting the games models.
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09-01-2009, 05:23 PM
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#17
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Rookie
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Quote:
Originally Posted by T7nowhere
If you hexedit the model and rename the hilt texture then you wouldn't have to worry about it effecting the games models.
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I'm not so hot at the hex editing. What exactly do I change?
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09-01-2009, 05:49 PM
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#18
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I bent my Wookiee
Join Date: Apr 2004
Location: Oz
Posts: 2,535
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This is the instance you want to change -
Best just to change the 001 to something like 999. Or better yet, just export a new ASCII model from GMax that uses a texture with a custom name.
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09-01-2009, 06:10 PM
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#19
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Rookie
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Quote:
Originally Posted by DarthParametric
This is the instance you want to change -
Best just to change the 001 to something like 999. Or better yet, just export a new ASCII model from GMax that uses a texture with a custom name.
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Coolbeans. I changed the hex and it worked. As far as the lightsaber ascii models go, it looks like they all use the w_lghtsbr_001 texture. Is there a different spot to extract them from in KOTOR Tool?
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10-09-2012, 08:34 PM
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#20
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Rookie
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UPDATE: Put up a working link to download from my website in the original post, or just click here.
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10-10-2012, 12:00 AM
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#21
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Forumite
Join Date: Sep 2012
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Look's realy cool nice job!!!
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