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Old 12-04-2013, 05:08 PM   #761
DuckfromPortal
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Maybe you could make it so the jedi symbol is marked in the middle of the helmet or something and out spirals into the symbols and such


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Old 12-06-2013, 08:58 PM   #762
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Quote:
Originally Posted by redrob41 View Post
I think the problem is that you've picked a repeating, tiled, rectangular pattern and placed it on non-rectangular shapes. It doesn't look like a metal smith held a piece of metal in his hands and created unique details on it, specifically matching the curves. The pattern lines shouldn't get "cut off" when they meet an edge (the red lines on the top fin are a perfect example), because a viewer can imagine the line continuing (essentially filling in the blanks) past the edges.
Yes, this is very true. I wasn't quite keen on what I felt about the helmet shapes patterns, but this detail would indeed make all the difference.
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Old 12-06-2013, 09:07 PM   #763
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I mean in the end of it all go with whatever you like best, but I actually disagree with most people that have posted. The helment looks almost perfect. I could imagine a "Knight of the Old Republic" wearing it. Especially a dual bladed jedi. I can actually picture a soldier being killed and then a jedi in a full suit (with a similar design as the helment) coming out of no where and running through blaster fire up to the enemy.

I'm not sure maybe it's just my opinion but I love it the way it is.


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Old 12-07-2013, 01:58 PM   #764
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I like it the way it is, i just made suggestions since it sounded like he didn't


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Old 12-10-2013, 11:08 AM   #765
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Thanks everyone for the comments! Pushing on to get the helmet done. Progress is slow, but at least I know have a better idea on what I want.

@Redrob: I'm know experimenting to create a more suitable ornamentation. Following the shape of the crest. Just messing around with the emboss layer fx things in Photoshop.

@supreme kotor: Thanks for the defending the 1.0 version
Though I just aim for a certain 'realisme' on my model/ texture stuff.
And I was a bit doubtfull on how to proceed with the thing, at the time it didn't feel good enough for me. So I asked my fellow modders for a bit of input

Here's how the helmet is layed out in Photoshop:


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Old 12-10-2013, 02:49 PM   #766
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Now, I'm not suggesting that you use this design, but I wanted to point out how the gold pattern doesn't "overtake" the whole mask. The white base of the mask still takes up about 75-80% of the surface.
Jedi Temple Guard

There's lots of nice Jedi design swirls in the Tython Jedi temple, both inside and out.

Here, again, the gold and black onyx are details and highlights, not the main part of the helmet. The fin is nice, because it has a small scene depicted.
Iron Helmet Stock Photos

Maybe you could use the Great Hyperspace Bas-Relief for something similar on the fin?



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Old 12-11-2013, 08:13 AM   #767
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Woot, thanks for those links RedRob. I had considered using something alike the bass relief seen in RotS. As it really gives off that 'ancient' and historic feel.

Didn't know Bioware and the Clone War cartoons used the flower motief so openly for the jedi. Was a bit afraid that would not be considered proper styling


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Old 12-11-2013, 12:35 PM   #768
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Quote:
Originally Posted by redrob41 View Post
Now, I'm not suggesting that you use this design, but I wanted to point out how the gold pattern doesn't "overtake" the whole mask. The white base of the mask still takes up about 75-80% of the surface.
Jedi Temple Guard
When I originally saw Q's helmet, the mohawk actually reminded me of this helmet.
Show spoiler

I like redrob's helmet suggestion better though.




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Old 01-22-2014, 04:39 PM   #769
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Still working on the helmet. Though my 3D time has been taken by another project somewhat. Here's what I'm doing right now. Taken inspiration from the Art Noveau lines; slowly filling in the crest of the helmet.

Show spoiler


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Old 01-24-2014, 10:48 AM   #770
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Another minor update. Helmet keeps evolving, still a few issues left to solve. But I like the feel of it. More then with my previous attempts. Comments are still welcome

Show spoiler


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Old 01-24-2014, 12:54 PM   #771
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I almost feel like the white and grey should be switched. Looking great though!!




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Old 01-24-2014, 01:26 PM   #772
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I love it. Much less busy than it was before, even though the designs are more prominent. I like the gray where it is, personally.



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Old 01-24-2014, 05:37 PM   #773
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Maybe you should switch the white and gray and compare the two helmets.



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Old 01-24-2014, 06:28 PM   #774
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Now it actually looks like plate metal with a design painted on it . The face doesn't look quite like embossed metal, but the tiger stripes down the fin DO look like they are recessed down and filled with paint. Maybe it's because the face plate is convex (and pushed out), so the only thing that looks recessed is the eye slit. Once you've settled on a design, maybe you could model the embossing into 3D?

As for the face design, it looks like it has a nose (it's a bit comical to me), and the black on white around the eyes looks a bit too much like Kiss face paint in my mind.



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Old 01-24-2014, 07:23 PM   #775
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Another minor update. Helmet keeps evolving, still a few issues left to solve. But I like the feel of it. More then with my previous attempts. Comments are still welcome

Show spoiler
That looks amazing, Q!

...Is there any way to make the visor part glow/pulsate?


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Old 01-26-2014, 05:43 AM   #776
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Quote:
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Maybe you should switch the white and gray and compare the two helmets.
I'll see if I can manage that. To be honest; I'm somewhat sloppy in photoshop so it might turn out to be a bit to much work to switch the colours just like that.

Quote:
Originally Posted by redrob41 View Post
Now it actually looks like plate metal with a design painted on it . The face doesn't look quite like embossed metal, but the tiger stripes down the fin DO look like they are recessed down and filled with paint. Maybe it's because the face plate is convex (and pushed out), so the only thing that looks recessed is the eye slit. Once you've settled on a design, maybe you could model the embossing into 3D?
Yeah, I used the same effects though on the crest and facial plate. But doesn't seem to work that well. I guess I might have to play around with light shadows to make it more 'pop' down/ up

Well it needs some more work
Quote:
Originally Posted by redrob41 View Post
As for the face design, it looks like it has a nose (it's a bit comical to me), and the black on white around the eyes looks a bit too much like Kiss face paint in my mind.
Kiss? Oh dear!

Hahaha, it's always suprising how something turns out differantly when it gets mirrored.

Quote:
Originally Posted by Fair Strides 2 View Post
That looks amazing, Q!

...Is there any way to make the visor part glow/pulsate?
The visor is a second seperate texture; so, yes it will glow in the game. Pulsating no sure if I can pull that off properly.


TIQUILAAAAAAAA
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Old 01-26-2014, 06:20 AM   #777
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The visor is a second seperate texture; so, yes it will glow in the game. Pulsating no sure if I can pull that off properly.
Admittedly my knowledge in texturing is somewhat rusty, but...

It seems to me that you can use the .txi on the visor texture to animate it, and then have the texture cycle between "good glow" and "subdued glow". This of course depends on how you're making the visor glow in the first place(lights, texturing, alpha layer, .etc)...


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Old 02-16-2014, 07:27 AM   #778
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It seems to me that you can use the .txi on the visor texture to animate it, and then have the texture cycle between "good glow" and "subdued glow". This of course depends on how you're making the visor glow in the first place(lights, texturing, alpha layer, .etc)...
Yes, but the animation loop is quiete fast or you would need a big texture; with many frames to slow it down. It would look like a strobe light instead of a sturdy pulse.

Anyways, the helmet is a bit on a rest; I had some lightsaber hilts floating about. Felt like it was time to give them a texture.


Here's how things look so far. Mind work on the middle one has just started. Saber on the left and right I consider done. Just need to pick a blade colour and do the exporting part. Plus setting up an item file ofcourse. Oh, and place them somewhere in the game.

Show spoiler


TIQUILAAAAAAAA
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Old 02-16-2014, 02:02 PM   #779
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I really like the marble texture on the one to the right! The one on the left looks pretty wicked too, if a little uncomfortable to hold.



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Old 02-16-2014, 09:30 PM   #780
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Yes, but the animation loop is quiete fast or you would need a big texture; with many frames to slow it down. It would look like a strobe light instead of a sturdy pulse.
All I'm gonna say is that the fps setting in the .txi can take decimals less than one...

For example, the .txi for the first dantooine animated skybox had the fps at something close to 0.00334598374 frames per second, which resulted in about a minute to a minute and a half between the frames...


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Old 02-25-2014, 04:24 PM   #781
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All I'm gonna say is that the fps setting in the .txi can take decimals less than one...

For example, the .txi for the first dantooine animated skybox had the fps at something close to 0.00334598374 frames per second, which resulted in about a minute to a minute and a half between the frames...
: Now I feel absolutely like an idiot :

I've done animated textures before with an TXI file. I was certain I'dd seen it all there was to see about the TXI thing... Ah, well, just shows an old dog CAN learn new tricks.

Big thanks for that insight Fair Strides


Have a slow steady progress on the saberhilts. Last one is nearing completion, skin/ texture wise. Almost done. Then I need to setup the UTI files; give each an unique story and 'powers'. And figure out how I should sprinkle them throughout the game for players to find.


Pictures!

Show spoiler


TIQUILAAAAAAAA
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Old 02-25-2014, 08:39 PM   #782
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Then I need to setup the UTI files; give each an unique story and 'powers'. And figure out how I should sprinkle them throughout the game for players to find.
Or offer the lightsabers to folks with large scale mods and let them find a place for your sabers? I think I know a certain twi'lek that your new saber would work well with. . .




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Old 02-25-2014, 09:18 PM   #783
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: Now I feel absolutely like an idiot :

I've done animated textures before with an TXI file. I was certain I'dd seen it all there was to see about the TXI thing... Ah, well, just shows an old dog CAN learn new tricks.

Big thanks for that insight Fair Strides
To be fair, it was one of those things you have to try, all the while thinking "This is never gonna work!". Malkior had asked how I had intended to animate the skyboxes. I then mentioned TXIs and he posted on here about animating textures. This prompted either Prime, Disbeliever, or some other rare modder to post the info and it got added as a tutorial.

I threw the number of frames into the calculator, divided by the time interval involved, and then threw the number into the txi file. I was not sure if it would even work...


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Old 03-16-2014, 07:41 AM   #784
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So I've got my hilts working in the game. And I've already setup the placeables where the hilts will be found. I've been peeking at the scripts, but I'm a bit at a loss where I should let my spawning scripts fire. And how I should use the TSL patcher to include my scripts without breaking everybodies game, who uses my mod...

Any tips are welcome.


TIQUILAAAAAAAA
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Old 03-17-2014, 08:17 AM   #785
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Another tiny update. The lightsaber hilt pack is almost ready to ship out ^_^
Had to relearn on how to spawn objects into the game via dialogues.

I've picked most dialogues that start automaticly, though the hilts won't appear in the inventory magicaly.
You'll have to look around the area a bit.

Planets where one of the hilts can be found:

-Taris
-Dantooine
-Tatooine

I'll add a small spoiler section to the readme, also for compatibility issues; which npcs dialogues where edited.
If all goes well, tonight ( my local time ) or tomorrow the mod will be up for download.


TIQUILAAAAAAAA
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Old 03-17-2014, 08:25 AM   #786
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Lookin' good, Q!

Nice selection of hilts there! ^_^

Why is it every time I check your thread I get the urge to reinstall the games and modding tools though, eh?




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Old 03-17-2014, 01:45 PM   #787
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Héh, thanks Marius!

Okay, another tiny update for today. Scripting and testing has finished. Everything works, yahoo! Though to give it a real polished finish, I'll be using the TSL patcher. Perhaps for such a simple mod it's not really required. But it's just that much easier for the you guys, the users
Plus I've got learn this stuff!

Anyway, here's a peek at those 4 saberhilts:
Show spoiler


TIQUILAAAAAAAA
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Old 03-17-2014, 02:25 PM   #788
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Looks excellent, Q! Really looking forward to the release.



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Old 03-17-2014, 02:43 PM   #789
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Anyway, here's a peek at those 4 saber hilts . . .
Gorgeous stuff! It is a pity that these hilts won't be in VP's package.

Or am I completely wrong about that?




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Old 03-17-2014, 04:34 PM   #790
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^Not that it really matters (in regards for them being in "USM2") but these sabers are for K1.


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Old 03-17-2014, 05:04 PM   #791
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Gorgeous stuff! It is a pity that these hilts won't be in VP's package.

Or am I completely wrong about that?
Here's a post from early in VP's thread:
Quote:
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Here's a preview for my part of the mod, modelwise. Not as highpoly as above and differant; but that's a good thing isn't it?

Show spoiler
They do look much nicer now that they've been skinned. Excellent job as always Quanon . How do they look in-game?



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Old 03-18-2014, 08:46 AM   #792
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Looks excellent, Q! Really looking forward to the release.
Thanks

Quote:
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Gorgeous stuff! It is a pity that these hilts won't be in VP's package.

Or am I completely wrong about that?
I thought VP dumped the idea using these hilts?
Must have misread that in his WIP thread.

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^Not that it really matters (in regards for them being in "USM2") but these sabers are for K1.
Yes, atm, these are for K1 only. Though I see no problem in passing along my files to VP. It's not much work to make these models work in TSL.

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They do look much nicer now that they've been skinned. Excellent job as always Quanon . How do they look in-game?
I still need to do some proper shots of the hilts in the game.
I did make these quickshots:

Show spoiler



ITS OUT!
CLICK ME


TIQUILAAAAAAAA

Last edited by Quanon; 03-18-2014 at 12:50 PM.
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Old 03-18-2014, 05:33 PM   #793
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Helmet that puts Knight into Jedi Knight >

Show spoiler


TIQUILAAAAAAAA
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Old 03-18-2014, 08:02 PM   #794
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Helmet that puts Knight into Jedi Knight >

Show spoiler
Nice! Good work. Not to be lame, but is there any chance you'd release such a helmet with a somewhat blander texture (that blends in a bit more)?


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Old 03-18-2014, 09:26 PM   #795
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I like it, it seems like a jedi guardian in a time of vast war would wear it, I don't know thats just the vibe i get from it


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Old 03-18-2014, 10:01 PM   #796
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Looks good, Q!



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Old 03-19-2014, 01:51 AM   #797
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That helmet looks awesome. Good stuff!


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Old 03-19-2014, 02:53 AM   #798
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Hilts look fan-flippin-tastic in-game.



Thank you Gorgod.
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Old 03-19-2014, 06:26 PM   #799
redrob41
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Your helmet continues to improve



- Major character artist for the Revenge of Revan mod. -
- List of Completed Mods - Work in Progress Thread - Skinning Tutorial -
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Old 03-20-2014, 01:16 PM   #800
Quanon
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Quote:
Originally Posted by Malxados View Post
Nice! Good work. Not to be lame, but is there any chance you'd release such a helmet with a somewhat blander texture (that blends in a bit more)?
I'll see what I can do for a second skin for this helmet. Less ornamentation.
I assume you want it more 'basic' looking. With bolts on and just metal or plastic looking. Rather then all this 'pomp'.

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Originally Posted by DuckfromPortal View Post
I like it, it seems like a jedi guardian in a time of vast war would wear it, I don't know thats just the vibe i get from it
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Originally Posted by Darth InSidious View Post
Looks good, Q!
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Originally Posted by CptPriceless View Post
That helmet looks awesome. Good stuff!
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Originally Posted by Zhaboka View Post
Hilts look fan-flippin-tastic in-game.
Thanks for all the praise guys!

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Originally Posted by redrob41 View Post
Your helmet continues to improve
I've decided it's finished. I won't touch the texture anymore. I've messed around with it enough so far.

And testing has thrown up an annoying problem I've had before. It's to dark. Somehow the color of the mesh mixes with the texture. Not nice. And I can't remember how I fixed this sort of thing in the past.

I've altered the diffuse and ambient settings in the ASCII file of my model to white before compiling. Thought it would have profound effects in the game, but no. I even kicked out the Alpha channel.

So far this is how it looks in game: On far left and right; the bling effect is 'on', though I had to rotate the camera to make my texture pop up. Else it's all blurry dark. No details.

Center is the result of switching of the bling effect; you see the texture but it's waaaaay to dark. Plus an odd red tint to it aswell

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