Jump to content

Teancum

Members
  • Posts

    547
  • Joined

  • Last visited

Posts posted by Teancum

  1. 50%? Where did you find that out? I would think it would be a bit higher than that, seeing as almost everything is a model these days inside a map.

    All Battlefront maps have their source with the mod tools. The terrain is generated by the level editor, but trees, etc are props.

  2. What's funny about Rebels is that it's very much like Clone Wars. People hated on the first season of Clone Wars just like Rebels, but once both series found their footing they became amazing. I'll miss Rebels, but I'm looking forward to what comes next when it's over.

  3. Self-bump here, sorry about that. Looks like the Gran and Trandoshan are going to be the first to be released. All jedi male body types will be included as I mentioned above. I have one main body with all the Kel-Dor, Human, and Rodian males plus Hapslash's jedi robes. Also, the Trandoshan will have the mouth bones weighted, which means the mouth will move when he talks (which is a big deal for me). My goal is to also upgrade the existing male species for the first release of the pack with these additional torsos/legs, and add new heads where I can (like stuff from Spanki's mods and @@DT85 and his Old Ben robes). I've seen some suggestions for other species, like @[member=Luckxzs]'s Twi'lek male and the Devaronian male by @@AshuraDX -- I'll add them to my list. I'd also love to do a proper Bothan male. Also let me know if there is a specific body part you'd like for me to add, such as a TIE Pilot outfit or something.

     

    Some other things I'm hunting for that might help with new species if anyone knows where to find some I can get permission for (male species for now, female will come later). Specifically I'm looking for head variations, so if there are different authors that have created things, that's even better as head variants won't be just reskins:

    • Sullustan
    • Bothan
    • Duros
    • Mon Calamari

     

    **I threw a few mentions in here. If you see your name and are cool with me using your assets, great. If you'd like a formal request, just don't say anything regarding permission and I'll put a formal request to you.

     

     

    For those who need a tutorial on rigging a character, or even specific parts (such as the mouth), this tutorial is GREAT. He starts off talking about the actual creation of the skeleton, but from around 9:15 on it clearly shows how to rig and weight paint in Blender.

     

    Jeff likes this
  4. So a quick set of bullet points -- I don't want to do a lot of fluff here. Bodies are a combination of several models (some of which I haven't asked for permission yet, so it might change). Heads, hands (and legs if needed) are copied to the base combined body.

    • Male: Human, Kel-Dor, Rodian, Hapslash's Jedi, etc.
    • Female: Human, Zabrak, Twi'lek, Classic Jedi Mara, etc.

    Current WIP species

    • Gran Male (stock JA head/hands)
    • Nautolan Male (TFU head converted by The Punisher, original head by Toonces -- why does everyone credit Neomarz?)
    • Trandoshan Male (Improved Trandoshan head by Darth Shiftee, SWTOR head converted by Kualan) -- I want to put the stock JA head in there too, but I get errors when exporting that head in Blender

    Planned species

    • Bothan Male (plan to use any heads I can find)
    • Dathomiran Female (various Ventress heads)
    • Togruta Female (combinations of different horns or whatever they're called with stock JA female jedi faces)
    • Zabrak Male (Maul, Savage, Eeth Koth, Bao-Dur heads)

    Images

     

    QWZIWCl.jpg

    gb13Taa.jpg

    SBEh567.jpg

    pgdqRrY.jpg

    5eCH4OX.jpg

    QrtEeCY.jpg

    Lancelot and diogocs195 like this
  5. Sorry to necro bump, but I just wanted to note that I'm doing this now. I currently have the Trando with Kel-Dor clothing sets as well as a Hapslash jedi robe set. I've got to do some renaming to the Rodian gear and then add that. Heads are the improved Trandoshan (which I need to get permission for from @Darth_Shiftee), and the Bossk updated model, which is a SWTOR head port on the original model done by Kualan (again, need to get permission or at minimum give him credit). Blender doesn't like the stock game head, complaining about unused verteces. I'd like to port the Star Wars Galaxies head at some point as well, but that's further down the road. Screens to come soon in a separate thread.

    Smoo, ZanderNao and Jeff like this
  6. Right, so I'm trying my hand at rigging now. I downloaded the 3DSMax trial to convert Mohc to a .3ds file, and I'm going to rig him up in Blender. More specifically I'll probably be rigging him to Hap's Imperial Officer improvement as that has caps. I tried using JO's skeleton with Hap's file, but was getting errors, so that sucks -- but at least the body will have all its caps, etc and I'll just need to rig the model to JA's skeleton

  7. @, it's gone further than that, the DF2 renderer supports widescreen only with actual toggle settings in the menu to choose a variety of resolutions as if the game shipped that way. Pretty sure 4:3 support has been removed since no ones using that type of monitor anymore.

    Huh? I know tons of people who still rely on their not-yet-broken 4:3 LCD, especially on secondary PCs that play old games like Jedi Academy. :huh:

     

    Still, not my code, so I shouldn't complain.

    Jeff likes this
  8. So I've gotten into frankensteining and have noticed an issue either with Blender, the GLM exporter, or me. I'm trying to rename things (heads, particularly) to create additional choices for species. But if I rename the newly imported model's head from head_0.001 (which is how Blender handles duplicates) to headb_0 it will still export as head_0, merging with the original head. I change both the name for the object and skin modifiers, but for some reason it doesn't take. Thoughts?

     

    For those with the same issue, you can 'cheat' a bit by using a hex editor, finding the bit that you want to rename, and typing over with a new name. In my case I replaced head in the hex editor with hed2. It's messy, but technically so far it works.

  9. So I did a really basic experiment just now -- I swapped the GFC/GOB names so that assets.gfc/.gob became assets_mp.gfc/.gob and vice versa. Both the SP and MP executables loaded just fine. I had previously checked if they shared the same .gfc/.gob by deleting one or the other, and I can also confirm that they do indeed rely on their individual sets. The SP xbe (XBox Executable) loads assets.gob and MP loads assets_mp.gob. Basically this leads me to believe that there's not some sort of check to ensure it's the original container for that executable, but that the problem must be elsewhere.

     

    I can understand if you're bored with this though. If you are would you mind passing the source along? If not I'll do some more thinking to try and help resolve the issue.

×
×
  • Create New...