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Old 04-28-2014, 09:16 PM   #41
Super Saiyan 4 Revan
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Thanks for the quick reply RedRob,
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Old 04-29-2014, 04:28 AM   #42
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Originally Posted by L0ki194 View Post
Wait, you're trying to re-create the K1 Mullet Man? *Chuckles* Well that's funny... The whole reason I signed on here back in December of 2012 was to make a request for someone for remake the K1 Mullet Man for TSL. Also I believe Zez-Kai-El has the point bits of the mullet man's hair you're looking for. Maybe there's some way to mesh that part of the model with the one you're working on?
Yeah, I could certainly use Zez's hair to merge into the new model, but then when it's exported, it will lose all the smooth group info. It would result in his jaw line having hard edges (like in post #1, bottom pic). I'm still trying to see what I can do while preserving the smoothness (just moving verts around without adding new polys, Taina method). Here's what I've got so far:
Show spoiler

It's getting there, but still needs some work (like the cheeks need to be narrowed a touch). The hair is still only approximate, but I'm guessing that it is the main part that people like about the ol' mullet head. I'll keep at it



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Old 04-30-2014, 03:45 AM   #43
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Originally Posted by redrob41 View Post
Yeah, I could certainly use Zez's hair to merge into the new model, but then when it's exported, it will lose all the smooth group info. It would result in his jaw line having hard edges (like in post #1, bottom pic). I'm still trying to see what I can do while preserving the smoothness (just moving verts around without adding new polys, Taina method). Here's what I've got so far:
Show spoiler

It's getting there, but still needs some work (like the cheeks need to be narrowed a touch). The hair is still only approximate, but I'm guessing that it is the main part that people like about the ol' mullet head. I'll keep at it
Well even though it's still a WIP, I think it looks good so far. Is the skin made by you? Also... could I use any K1 Mullet Man reskins for this? Or is that considered an act of "you know what"? Anyways good job RedRob... keep at it!


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L0ki194's Sith Officer Armors: http://deadlystream.com/forum/files/...fficer-armors/
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TSL Player Height Adjustment: http://deadlystream.com/forum/files/...ht-adjustment/
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Old 04-30-2014, 09:30 AM   #44
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The TSL PMHH01 and K1 PMHC04 are basically identical textures, aside from some minor tweaking of the TSL version to adjust the eyebrows and add some sideburns (and change the skin tone).
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Old 04-30-2014, 04:19 PM   #45
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Originally Posted by DarthParametric View Post
The TSL PMHH01 and K1 PMHC04 are basically identical textures, aside from some minor tweaking of the TSL version to adjust the eyebrows and add some sideburns (and change the skin tone).
They are very identical, true. There's also an added bit of hair above the face on PMHH01. I just hope that I can use K1 PMHC04 head re-textures for this without any noticeable errors. There's a few skins for example that have a beard added, changed the hair or eyes color, etc. Plus the actual K1 PMHC04 texture still technically exists in TSL... but it's much lower resolution, and is a small part of a texture for the Peragus kolto tanks.

The texture's called "PER_Kolto2"


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L0ki194's Sith Officer Armors: http://deadlystream.com/forum/files/...fficer-armors/
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Last edited by L0ki194; 04-30-2014 at 04:26 PM.
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Old 04-30-2014, 04:25 PM   #46
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Originally Posted by L0ki194 View Post
Well even though it's still a WIP, I think it looks good so far. Is the skin made by you?
I made the skin from TSL's PMHH01 texture (512x512), and color matched to the PER_Kolto2 (IIRC) texture. The kolto tank tga has three heads and a body texture on it. The face for mullet guy is on there, exactly the same as K1 (256x256), but at a smaller resolution (128x128). I've only used TSL assets for mine.

Quote:
Originally Posted by L0ki194 View Post
Also... could I use any K1 Mullet Man reskins for this? Or is that considered an act of "you know what"? Anyways good job RedRob... keep at it!
Yes it would be "you know what"
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Originally Posted by DarthParametric View Post
The TSL PMHH01 and K1 PMHC04 are basically identical textures, aside from some minor tweaking of the TSL version to adjust the eyebrows and add some sideburns (and change the skin tone).
There would be some mismatching with the hair along the forehead. The TSL head adds in some new hair areas to the texture (the front of the parted hair, and underneath the "flaps" along the temples), so the uvws don't match perfectly from K1 to TSL.



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Old 04-30-2014, 04:28 PM   #47
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Ah, oh well. But I guess it's not too hard to sort of recreate some of the K1 reskins for TSL, like adding a beard, changing the color of the eyes, etc. I'll have to show which ones I'm talking about. But at a later time. Anyways hope to see some more screenies of the head!


My Mods:
L0ki194's Sith Officer Armors: http://deadlystream.com/forum/files/...fficer-armors/
K1 Player Height Adjustment: http://deadlystream.com/forum/files/...ht-adjustment/
TSL Player Height Adjustment: http://deadlystream.com/forum/files/...ht-adjustment/
Realistic Nar Shaddaa Skybox Mod Loadscreens: http://deadlystream.com/forum/files/...d-loadscreens/

Last edited by L0ki194; 04-30-2014 at 04:43 PM.
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Old 06-15-2014, 05:48 PM   #48
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Just wondering how progress is going on this, cause it's looking good so far
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Old 09-02-2014, 04:23 PM   #49
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Hi everyone. Yes, I am still working on this. Between mega projects at work, and major yardwork at home, I've been a little too busy for my hobbies. I'm way behind on comic reading (up to a year on some titles), tv watching, and video game playing (still haven't finished The Last of Us) . What little free time I have has been spent with my wife (top priority).

I have managed to fix 5 or 6 head models that had bone weight clipping problems, but there's been just as many heads that I couldn't fix. Win some lose some . The big news is that last night I had success with getting a Mullet Man head into the game. Not just the close approximation that I'd already posted screenshots for, but one that uses ZezKaiEll's pointy hair danglymeshes, and PMHC04's (beardy guy) danglymesh bangs. This model will unfortunately not have smooth groups, so there will be hard edges along the jaw and hair lines.

I was too tired to make screenshots, but I'll post something soon
Edit: Here are the results, and where you can download Twin Mullet Men



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Last edited by redrob41; 12-03-2014 at 02:58 PM. Reason: added link
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Old 09-07-2014, 12:47 PM   #50
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I'm curious, when you hex edited your version of PMHH01 on the clipping, did you manage to fix the eyes in the prologue?
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Old 12-03-2014, 02:01 AM   #51
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I'm curious, when you hex edited your version of PMHH01 on the clipping, did you manage to fix the eyes in the prologue?
Sorry, but I wasn't able to fix that. I think it has more to do with the animations than the model, since it happens with at least one other head (PMHC04)



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Old 12-03-2014, 02:15 AM   #52
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re: smooth groups / edge smoothing

Well, I was searching around, and came across this older post
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Originally Posted by cchargin View Post
Hello all,

Here is more than you ever wanted to know about the internals of a kotor model. If you were to peek into an .mdx you would see the data stored this way:

vertex x, vertex y, vertex z, normal x, normal y, normal z, texture u, texture v

As you can see geometry, shader, and texture information are stored together. This is why we have that annoying 1 to 1 relationship for geometry vertices and texture vertices. This one is kotors fault. If you want more texture verts you have to break vertices apart, which brings us to the next problem.

Since NWMax does not calculate normals for us and kotor can't compile models on the fly, MDLOps has to do the calculations. Right now MDLOps assumes that all polygons with welded vertices should be smoothed together. And of course all unwelded vertices will not be smoothed, even if they are in the same smooth group. This is my fault.

Now that I look at an ascii model output from NWMax It does appear that NWMax outputs smooth group information. I will have to see if I can use the smooth group info when calculating the vertex normals.
I then looked through the MDLOps thead and posts #114 to #120 are about smooth groups. That's where I saw this:
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Originally Posted by magnusll View Post
The idea is that KAurora will be able to import/export any model when I'm finished. I'm completing work on emitters to release the 0.3; after that, I'll tackle animations and the "missing" node types (like skinmeshes and danglymeshes). So in the end KAurora will work a bit like MDLops on steroids. I wouldn't hold my breath though; progress will be slow.

As for the specific question, I'm not sure I understand it fully. NWMax does export smooth group info (it's one of the values of the face array), but as far as I know there's no place within the Kotor face structure in which to put this info. I don't have the code at hand right now, but IIRC I decoded enough of the fields stored within Kotor faces to realize there was simply no place in which to put smooth group values. So unless you're proposing some built-in model preprocessing that results in... whatever it is that Max does with its smooth groups, there's no way of using that info with the Kotor engine.

OTOH, if you *are* proprosing model preprocessing, I could certainly do it, but I need to understand what to do first...
Maybe I should try out KAurora?

Also, while poking around on the internet, I found this website:
https://github.com/niv/nwn-tools/blo...nMdlDecomp.cpp
Since I don't understand a thing about coding (It's an arcane language that requires sacrifices to the gods, as far as I can figure out ) I have no idea if any of the commands are compatible with Kotor models. I did see that there are some lines with the word "smooth" in them, like fIncludeSmoothing. I'm hoping that someone with more coding knowledge can tell me what it all means, and if it can solve my mdl edge smoothing woes



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Old 12-03-2014, 04:59 AM   #53
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I wouldn't hold your breath on getting any better tools than what we have. I couldn't even find anyone willing when I offered to pay for someone to code a new tool.
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