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Old 03-20-2014, 02:43 PM   #801
Darth InSidious
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IIRC, you can change the mesh colour in the material tab, can't you?



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Old 03-20-2014, 03:47 PM   #802
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Quote:
Originally Posted by Darth InSidious View Post
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!

Show spoiler


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.


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Old 03-20-2014, 05:58 PM   #803
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I love it, is the just for k 1 or will it be for tsl as well later down the line?


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Old 03-20-2014, 07:22 PM   #804
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Great job!

What I see here is the mask of a new faction of Mandalorians.

These could be a group who aim to create a new era for their people.

There is a lot you can play with- wither you use it for kotor1 or kotor2.

Kotor1- these new clan is growing in power.

Kotor2- You see them challenge Canderous's right to be Mandalore

=)

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Old 03-20-2014, 09:01 PM   #805
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Wow - looks a lot better in-game now, Q! But it seems a little dark, IMO; perhaps try changing grey to white?



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Old 03-20-2014, 11:32 PM   #806
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Quote:
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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.
wasn't it on this page? #373 and #374
http://www.lucasforums.com/showthread.php?p=2792860



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Old 03-21-2014, 12:10 AM   #807
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I think it looks better on left and right.


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Old 03-21-2014, 07:22 AM   #808
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Quote:
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I love it, is the just for k 1 or will it be for tsl as well later down the line?
K1 release is first. Though it would be a bit daft to not release it for TSL.
I might take another armour type to match it with in TSL though.

Quote:
Originally Posted by logan23 View Post
Great job!

What I see here is the mask of a new faction of Mandalorians.

=)
It's not Mandalorian in my eyes. Jedi only
But as with many of my mods I don't see an issue with people altering it and making something new out of it.

Quote:
Originally Posted by Darth InSidious View Post
Wow - looks a lot better in-game now, Q! But it seems a little dark, IMO; perhaps try changing grey to white?
Quote:
Originally Posted by redrob41 View Post
wasn't it on this page? #373 and #374
http://www.lucasforums.com/showthread.php?p=2792860
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.

Quote:
Originally Posted by Christos K View Post
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

Does show how deceiving it can be.


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Old 03-21-2014, 12:06 PM   #809
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Oh gee, that helmet looks sick!


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Old 03-23-2014, 01:39 PM   #810
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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.

But anyway, I'll release the thing as is.


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Old 03-24-2014, 01:27 PM   #811
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While I let Marius my pet slave... uh... my dearest modding buddy work on the Jedi Armour thing; I shifted my attention to Malachor.

SithHolocron did a request once; to give the skybox some loving attention, as it's rather one of the more poorests in looks.

So here's the results I have so far:
Show spoiler


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Old 03-24-2014, 03:22 PM   #812
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Looks awesome but a little flat - kind of like the stones/jagged things are shadows projected onto a wall of fog.


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Old 03-24-2014, 05:14 PM   #813
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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).

It's a really good start



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Old 03-24-2014, 06:29 PM   #814
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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


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Old 03-24-2014, 07:43 PM   #815
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What does the top of the skybox look like?




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Old 03-25-2014, 12:47 AM   #816
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Maybe if it was rendered at 4x that size it would loom nicer? Haha




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Old 03-26-2014, 12:19 PM   #817
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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.


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Old 03-26-2014, 04:13 PM   #818
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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!



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Old 03-26-2014, 06:59 PM   #819
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Quote:
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And I think 1024x1024 might be big enough for that texture. Of course 2048x2048 allows more details, I'm not sure my PC can handle it too well.
Well, even if you make 1024 x 1024 the "official release size", I'd love to get the larger size for personal use once it is done. (You know my email. )




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Old 03-27-2014, 12:18 PM   #820
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Well, even if you make 1024 x 1024 the "official release size", I'd love to get the larger size for personal use once it is done. (You know my email. )
Allright; a bigger size it is


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Old 03-27-2014, 08:51 PM   #821
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Yes bigger!
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Old 03-28-2014, 04:20 PM   #822
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Bigger effort, tiny rocks
Have to do new renders to get my MOUNTAINS! And some filling ofcourse.
Show spoiler


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Old 03-28-2014, 05:39 PM   #823
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Nice work


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Old 03-28-2014, 10:42 PM   #824
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Better looking sky-boxes are always welcome in my book.
Good job, Quanon!


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Old 03-28-2014, 11:54 PM   #825
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Q, I have a pretty beefy computer, if you get it all set up, I can render it out for ya at a huge-ass size haha.




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Old 03-30-2014, 03:08 PM   #826
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Thanks for the offer Canderis. The landscape is slowly forming. Taking it in steps.

Show spoiler


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Old 03-30-2014, 11:48 PM   #827
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Ooooh Lovely, no if only I liked Malachor V and didn't think it was hogwash and unnecesary . . .


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Old 04-02-2014, 09:20 AM   #828
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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

Anyway here's a preview of the big sky so far:

Show spoiler


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Old 04-02-2014, 09:42 AM   #829
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Old 04-02-2014, 01:24 PM   #830
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Looks excellent, Q!



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Old 04-02-2014, 01:24 PM   #831
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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.

Here's some examples I Googled:
https://www.google.ca/search?q=creat...w=1412&bih=917

Keep it up



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Old 04-02-2014, 02:32 PM   #832
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Thanks for those helpfull tips Redrob41. I hadn't thought about that effect just yet.
Been fiddling with the skybox some more. Taking in the advice.

The furthest mountains now have grey/ green overtone. Have adjusted the gradient for the sky. It's brighter at the horizon. It all work better together now.

I've also applied some light blurring on the things more distant. And worked on upping the contrast on the front peaks.

Now to test the thing in the game. I'll add in some screenshots later on

Show spoiler


TIQUILAAAAAAAA
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Old 04-02-2014, 02:45 PM   #833
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That's a huge improvement and I didn't even think the last one looked bad.



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Old 04-02-2014, 06:56 PM   #834
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Oh my. That is great! Amazing job Quanon.



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Old 04-02-2014, 06:58 PM   #835
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beautiful improvements, I like the chaotic natural spires and how they look like they would create canyons underneath or be the upper bits of a canyon area


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Old 04-03-2014, 07:59 AM   #836
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Yay, contrast!

No more ****ty gray with more gray.

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Old 04-06-2014, 12:41 PM   #837
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Looks awesome! Nice work.


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Current Work in Progress: Dantooine Tension

Released Works
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Dustil Restoration
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Old 04-09-2014, 10:14 AM   #838
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Malachor is slowly growing into a somewhat bigger project. I've been messing around to get a new and bigger skybox into the Malachor area. Though somewhere, somehow I screwed up

Or the game crashes or my own made placeable doesn't appear in the game. Not sure if the fault is within the model or me being clumsy with the files involved.

Being a bit miffed about that setback I started to work on the cliffs and rock texture of Malachor. Slowly replacing them all with a new look to match my skybox textures.

Preview, note floors still needs to be replaced and it looks just a tad darker on these screens then it is in the game:
Show spoiler


TIQUILAAAAAAAA
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Old 04-09-2014, 04:04 PM   #839
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Nice work on the rocks. I'm sure the floor will look great, and I'm sure you'll figure out a solution to the skybox problem.




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Old 04-09-2014, 07:40 PM   #840
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Looks good, Q!



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