IIRC, you can change the mesh colour in the material tab, can't you?
Yes, I thought so to, but the diffuse and ambient had the usual standard grey. Which never posed a problem before. Though I had a tiny clue in how my wireframe was colored.
I had to check out the Objectproperties, it was set on bright blue. Changed it to grey. Then had a new export and compile session. I also warped to the unkown world/ Rakatan planet.
The lighting there is more neutral, Tatooine is very yellow and orange. The result was very differant then a few hours ago.
I then set my eyes on the Alpha channel and the shiny 'bling' effect. It looks much better now!
Now to just fix a few minor faults in the skin. And also creating a better master PSD file. It might be interesting to do a few more color variants.
Allthough, perhaps I should focus on the Bandon armour first. Have to relearn the 2DA editing thing. IIRC there was a limit on the number of possible armours. Something the disguise thing could circumvate.
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.
Yeah, it still needs a little tweaking. It's funny though, my latest lightsaber hilts had no issue with this grey/ white thing. They looked okay from the start. Oh well, it's Kotor modding, you can't predict what you'll get in the game
Thx for the link RedRob, I couldn't remember having the same issue with those masks for J7. Oy, my memory it's a black hole.
Originally Posted by Christos K
I think it looks better on left and right.
Those screenshots are from the same game session of the same mask model. It's just differant camera angles and the lighting
Work continues on the Jedi helmet and armour set.
I've joined forcer with Marius Fett to get this set in the game. Marius will do the honor of setting up the TSLpatcher and the 2DA files.
Instead of replacing an armour, this will work as a disguise. Just like the Sith armour and Tusken Raider thing from K1.
Though to make it work I had to melt my helmet model with a head model. Asian Nr 3, the bald one is exellent for this.
Had to do some Hex editing and other dark magics to get it to work in game. No fear, that asian head isn't lost as an option for the player.
Hopefully I'll get an update from Marius soon ^_^
Plus, the helmet will still be a seperate headgear option aswell, so it isn't tied to only this Bandon armour. I like giving options to the users of my mods.
EDIT: I dabbled some more with thise ambient and diffuse options for the helmet. It's a very odd affair. I did various tests, even altered my alpha channels in the TGA file; just to make sure the 'bling' effect wasn't to strong. All I can say; the look of the helmet depends very much on the lighting of the area your exploring.
Tatooine desert gives a darker, more redisch look. While the Unknown world really clearly shows a crisp texture on the helmet. I just don't know why this has such an effect on my helmet. I"ve used the overriding of the AuroraTrimesh settings in Max. Double checked my ascii files. And yet, it isn't fully what I expected.
Looks awesome but a little flat - kind of like the stones/jagged things are shadows projected onto a wall of fog.
I agree. While the clouds and rocks are crisp and beautifully rendered, there isn't any sense of depth. It looks like there's only one row of peaks (kinda like Godzilla's spine ), and the clouds have closed in and hidden the horizon (and any other peaks that might be further away).
You could give a greenish yellow tinge to the clouds, since the lightning seems like it would be charging up in the skies to strike and because the lightning is unnaturally made by the shadow generator or whatever maybe
Thanks for all the input
@Canderis: The rocks all get rendered at 800x600pix, takes about 4 to 5 minutes.
And I think 1024x1024 might be big enough for that texture. Ofcourse 2048x2048 allows more details, I'm not sure my PC can handle it to well.
I like to make the sky in one big file, then slice it up in 4. When I got those parts I'll do the top.
Quite beautiful. The helmet looks legit in-game with the shader, not too dark IMO. [General agreement with the above comments on the skybox depth.] I'm so glad somebody's finally improving that sad, sad skybox!
More Malachor madness. I'm at home rightnow being sick. So decided to do some relaxing photoshop work on the Malachor skybox thing.
It's shaping up nicely; started to add some swirling fog. Some tweaking will be needed on the gradient that colors the clouds. Don't like the blue tint at the top anymore. Other stuff is the gradients across the rocky peaks. Some have a more redish tint, the central one is bugging me for a reason
One of the techniques we learned about in art class was Atmospheric Perspective. Basically, the closer the mountains are to the viewer, they will have more contrast, and be closer to natural color. Each further row of mountains back, should have less contrast, be lighter, and start to blue shift (at least in Earth's blue atmosphere; on Malachor things might green shift?).
The clouds will do the same thing, but it's harder to tell (since they don't have rows). I can see that you're trying to do that with gradients.
Eventually, the furthest row of mountains and the clouds should be almost the same color, brightness, and contrast. Any horizon line would be almost impossible to see, since it would look like the ground and sky were merging.