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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Why aren't you doing it yourself then? If it's your mod at some point you'll have to create content i assume...
  2. A bunch of KOTOR characters already have been converted, you just have to ask the right people i guess. Porting is for people that lack skills and don't want to spend years learning, so it is less difficult and less time consuming. It's not illegal for us to teach the process of rigging, the extraction of copyrighted content is the illegal part. Also you should create models from scratch if you enjoy the process and prefer to customize everything to your liking. If you want to use XSI mod tool, here's a guide https://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/ For 3D Studio Max: There's my tutorials: http://psyko3d.50webs.com/tuts.html + Paul Greveson's walkthrough of the skin modifier and this one https://jkhub.org/tutorials/article/166-character-modeling-for-jk-in-3ds-max-walkthrough/ Blender is another software that can do it: https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
  3. For the first problem you might be able to do it automatically using noesis tool: https://jkhub.org/tutorials/article/210-splitting-up-a-model-with-noesis-fast/ For the FX glitch you might be able to do it in blender.
  4. Thanks, i do what i can. A few issues will need to be taken care of when texturing but i'm happy with it.
  5. Limitation would be the correct term. The solution is to break the model into different chunks / reduce the complexity of the model...it would be easy to do yourself.
  6. Could you post reference images?, that would help.
  7. It doesnt matter, it should look all wacky because the lower LODs should never be seen up-close anyway, just look at Kyle's details at the lowest and tell me he doesnt look wacky?
  8. Have you tried youtube? There's probably cinematics that would help solve the problem.
  9. The over exageration was aimed towards the "put everything in a humongous 6GB .pk3!"
  10. You did fine with the weights, at least the early version you sent me was working great.
  11. I'm guessing that would require too much time and waste space / bandwidth.
  12. Keeping it reasonably low poly, the flat ao version looks good to me, guess i'll have to wait and see what it looks like in the engine.
  13. Like minilogoguy said, this is the part where i make the game mesh.
  14. I'll fix it if needed when texturing.
  15. Mad Max the road warrior meets Star Wars?
  16. Yes i did, had to do a lot of pinning to make it look better and tying the knot took forever...maybe it was a bad setting but that thing wouldnt cooperate at all.
  17. The upper body is pretty much done, needs pants, because no pants would be awkward. If anyone can get sounds for him that'd be helpful.
  18. @@minilogoguy18 Yeah! it looks badass!
  19. @@minilogoguy18 made a new one and i textured it, i don't think he ever released it tho.
  20. What would you have in mind for Moff Rebus? I could help with that (and possibly the others too).
  21. Progress...
  22. I guess that's good news then, we won't need to make any of those models, they can now be swapped around freely
  23. The original game publishers probably have a different view on the matter in their EULA. That's what you should base your "legality" on. SOURCE So you're still free to do as you please, but in terms of legality it's not
  24. Is it legal to enter a store and walk out with a 60" screen without paying?
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