How would we replicate the effect for K1?
Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.
great work on these clones DK!
I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated.
I know what you mean, but using Zeison Sha or Jedi robe model is NOT an option - they don't have bones for head. So, we'll have to make helmets as separate items (so there will be bugs with helmetless clones) or make them frozen in one position. I don't like any of this variants. They also miss separate bones for shoulder pads, but it's not so important.
I think it might be that the bicep plate goes a little too high on the arm, which causes too much overlap of the shoulder plate (which makes it look bigger than it is). The bottom edge of the shoulder plate lines up pretty well with the pectoral plate, so I think that it might only be the bicep that is the wrong size. Also, maybe the pectorals can be more slanted (higher in middle), rather than squared off?
You are probably right. I'll think of it later and maybe will make an update.
Ah, that's my fault - I didn't think before I spoke. Your best bet would probably to either stick with what you've done or play with Revan's cape. If you could get the ok from SS to use his model it, theoretically, should work like a charm. If not though you could use the un-animated cape anyway and, while it won't "flow", it will still be dragged behind the character as he runs and will minimize clipping, if you follow.
Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)
Theorically, we even don't need to use SS model - I can just change model to use N_DarthRevan as supermodel and, if SS mod is installed, it will flow. If mod is not installed it will work like original Revan's cape. But this is just theory. I'll experiment with this later (I just don't have enough free time to completely re-weight model *again*)
Actually that's not necessary at all. This (
http://www.lucasforums.com/showthread.php?t=204094) is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).
Look, a paratrooper clone!
http://a.imageshack.us/img641/5868/kotor0002a.th.jpg) (
http://img641.imageshack.us/i/kotor0002a.jpg/)
But no, you can't jump out of the Hawk during sith fighter random encounters and start blasting with it.
My life is now complete! I have always loved the look of the Clone Paratrooper, nice job!
This is probably a stupid question, but are the armours and helmets in this mod seperate - basically, when you release these awesome armours, would i be able to use them as replacements for the default heavy armour items? I just prefer to use mods as replacements to keep the game balanced as the devs intended - i'm not saying your mod will be unbalanced, but it just seems more right to me xD
Keep up the great quality modding!
We've scrapped separate helmet and armor in favour of full body model. The items and npcs will utilize disguises now, which will hopefully solve problems people had with first release, and resolve helmetless clones on Manaan in K1.
Read up. And they have custom uti files so you'll be able to give them custom stats.
Actually that's not necessary at all. This (
http://www.lucasforums.com/showthread.php?t=204094) is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying is if you do that using Revan's model, it will indeed work (once again theoretically).
Looks like this indeed will work with Revan's model, but I'll have to make some manual re-weighting anyway. We'll see.
But at this point I'm more intrested in making TSL kilts use robe animations. But there's a problem - I need a model with robe bones AND head bones. Any advice?
Another update, final batch of armors,
http://a.imageshack.us/img844/6964/kotor0002.th.jpg) (
http://img844.imageshack.us/i/kotor0002.jpg/)
I think that the armour skins are looking great, but maybe you could mix and match the battle damage so that it looks more random from one clone to the next? Right now it looks like every clone's fighting skills are so identical, that they must have the exact same blind spots, 'cause each guy gets shot in the same place :lol:
They're clones, it's perfectly acceptable they have exact same spot-on reflexes, to get hit in precisely same places. (Read - I'm lazy.)
Also, input on head skin would be good.
I won't be able to decide betwixt the paratrooper and the sniper :mad:
As for the head, the skin is pretty much dead-on and looks amazing. The only thing I don't like is that the eyebrows are a little too long and skinny the way they go around the socket. Also maybe square out the chin/jaw a little bit? Just a suggestion.
http://www.ugo.com/movies/who-is-the-coolest-star-wars-character-jango-fett) (photo reference)
But seriously if you don't change anything it's pretty damn good.
I think you should work on the size of the nose. It looks way too big. Other than that, it looks great.
Hey man! That's a sweet Jango face!
Carth's updated clone head, underwear with matching head skintone, and new basic clothing inspired by Commander Wolffe. (
http://starwars.wikia.com/wiki/CC-3636)
http://a.imageshack.us/img51/2248/kotor0000.th.jpg) (
http://img51.imageshack.us/i/kotor0000.jpg/)
Also, input on head skin would be good.
Even though you've added wrinkles, I think that his skin is too smooth. Maybe you could add some of the freckles that the actor has, and some random, general "noise"?
Other than that, it's a little hard to tell, since the screen shot is a touch on the dark side. After turning my monitor brightness & contrast all the way up (I can barely make out my slider bars and buttons :lol:), I see that the likeness is pretty good. IMO, the nose looks about the right width (relative to the width of the mouth). There seems to be a bright triangular patch on the middle of his forehead, and the 5 o'clock shadow looks more like smudgy dirt than stubble.
Hope that helps :)
...wow. Impressive.
Oy... well, are you planning on Stormtrooperizing all the VOs for these characters?
Right, I took the suggestions and messed about.
http://a.imageshack.us/img408/7848/carthfacefix.th.jpg) (
http://img408.imageshack.us/i/carthfacefix.jpg/)
The eyebrows are shorter, thicker, more arched like Jango's and don't stretch aaaall the way to ears anymore. I blended in Carth's original facial hair in and added noise to the skin.
And no, no VO editing is planned.
Very nice! I'm especially liking how you did the names. Good idea.
All right, I have some really good news!
Kamas in TSL version will use jedi robe animations. Looks like I've been off-modding for far too long, and MDLOps 0.6a1 can convert the skinmeshes which 0.5.0 can not. (to DK: I'll send you updated models in Monday).
Now I'm going to experiment with K1 Revan model.
Right on. I'll post updates as I receive them.
Right, I took the suggestions and messed about.
http://a.imageshack.us/img408/7848/carthfacefix.th.jpg) (
http://img408.imageshack.us/i/carthfacefix.jpg/)
Yeah, he looks much better now. His skin actually looks like it has a bit of weathering to it, rather than plastic smooth.
http://a.imageshack.us/img3/1963/underclone.th.jpg) (
http://img3.imageshack.us/i/underclone.jpg/)
so... are you going to go crazy and try to make a rakghoul model that has armour plating on it? Kinda like in the comics during the Vector storyline?
http://starwars.wikia.com/wiki/File:PlagueAtWork.jpg)
http://starwars.wikia.com/wiki/File:Rakusesweons.jpg)
Or am I just :loco: for even suggesting it? :xp:
Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.
Also, we have PROGRESS.
http://a.imageshack.us/img138/4599/swkotor2201008020935593.th.jpg) (
http://img138.imageshack.us/i/swkotor2201008020935593.jpg/)
Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.
Head update for TSL. In the years following war with Malak, Jango grew a more casual hairstyle.
http://a.imageshack.us/img293/4581/jangok2.th.jpg) (
http://img293.imageshack.us/i/jangok2.jpg/)
Nice! I like the flowing kamas!
I really liked the robes on page 1 but this seems to become more like a "movie conversion mod" imo. I don't see the point of having Clones or Stormies in KotoR or TSL. Otherwise good work!
I don't see the point of having Clones or Stormies in KotoR or TSL.
Fortunately opinions of pessimists are irrelevant.
I don't see the point of having Clones or Stormies in KotoR or TSL.
Perhaps the fact that people like Clones and Stormtroopers might have something to do with it? Just because it doesn't fit canonically or chronologically, it doesn't mean the idea is pointless.
By popular demand.
http://a.imageshack.us/img85/7886/marinem.th.jpg) (
http://img85.imageshack.us/i/marinem.jpg/)
Stop spamming this thread with all of these sick variations! I don't know what to choose now :eek:
I just need the chaingun... (
http://starwars.wikia.com/wiki/File:GalacticMarineChaingun-BFII.jpg)
Edit: Oh, and the Jango head is perfect now. Like the scarring in TSL version.
I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.
Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.
Any advice, or willing testers?
Wow this looks great, love the clones they look awesome!
I'll test it. Don't have much to do anyways...
We'll get to that. Also ARCs. These won't be used by any troopers since this is predominantely Ep III inspired mod, but they'll be included as wearable armors. Maybe we'll even get Delta Squad included too.
http://a.imageshack.us/img198/9022/arcs.th.jpg) (
http://img198.imageshack.us/i/arcs.jpg/)
We'll get to that. Also ARCs. These won't be used by any troopers since this is predominantely Ep III inspired mod, but they'll be included as wearable armors. Maybe we'll even get Delta Squad included too.
http://a.imageshack.us/img198/9022/arcs.th.jpg) (
http://img198.imageshack.us/i/arcs.jpg/)
I like these ARCs. I always did like the Episode 2 troopers more than the Episode 3 versions.
The Arcs look very nice!! If you do Delta squad will you include a generic model of the Commando.
I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one.
Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I've made alterations to utcs and even Kotor Tool recognizes the changes when viewing these utcs through it.
Check your Override - if you put files in subfolders it's possible that some old files overwriting yours. If you put edited files into *.mod files - make sure that there are no same files in Override. And of course you need to use saved games where you have not entered this locations, or your changes will have no effect.
Apparently the files in .mod files were overriding ones I've placed in .rim ones. Now they work fine for the tomb, and Carth appears as Cody during Telos attack, but the republic personnel on his ship is still default. I'll look further into this.
Perhaps the fact that people like Clones and Stormtroopers might have something to do with it? Just because it doesn't fit canonically or chronologically, it doesn't mean the idea is pointless.
easy dudes, I meant no offense. It was just my personal opinion.If you like that, it's fine by me but let me have my opinion too. And I like the Old Republic Sith Troopers better, that's it.
Making new appearance and reworking texture does seem a bit excessive for just one clone that gets turned into rakghoul.
Quite true :lol:
Our resident magician DeadMan managed to get the kamas flowing, though only in TSL for now. Still experimenting with Sithspecter's Revan for K1 version.
Excellent job DeadMan :thumbsup:
http://a.imageshack.us/img29/7781/endclone3.th.jpg) (
http://img29.imageshack.us/i/endclone3.jpg/)
http://a.imageshack.us/img835/4253/harbpanels.th.jpg) (
http://img835.imageshack.us/i/harbpanels.jpg/)
So, are you going to try changing the dead body placeables to clone troopers?
It was dreadful when I attempted it in the first version. I could try, but there are no guarantees.
would it be possible to import one of the clone trooper models into max, then import the death animations from the superset (IIRC)? Then you could play the death animation through to the end (body bag), delete the bones and helpers (etc) leaving the mesh, then export as an item. It was just an idea, but I don't know if it would work.