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-DK-'s WIP thread.

Page: 4 of 5
 Dak Drexl
07-27-2010, 2:57 PM
#151
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.
 Viado Onasi
07-27-2010, 3:59 PM
#152
great work on these clones DK!
 Darth DeadMan
07-28-2010, 12:08 AM
#153
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*)
 Dak Drexl
07-28-2010, 12:24 AM
#154
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).
 Kainzorus Prime
07-28-2010, 10:23 AM
#155
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.
 Rinku
07-28-2010, 10:29 AM
#156
My life is now complete! I have always loved the look of the Clone Paratrooper, nice job!
 darth-me
07-28-2010, 2:01 PM
#157
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!
 Kainzorus Prime
07-28-2010, 2:20 PM
#158
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.
 Kainzorus Prime
07-29-2010, 3:14 PM
#159
An update just from me this time, showing a prototype of new clone head skin.

http://a.imageshack.us/img715/7499/jangoprot.th.jpg) (http://img715.imageshack.us/i/jangoprot.jpg/)
 Darth DeadMan
07-29-2010, 11:48 PM
#160
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?
 Kainzorus Prime
07-30-2010, 11:12 AM
#161
Another update, final batch of armors, 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/img844/6964/kotor0002.th.jpg) (http://img844.imageshack.us/i/kotor0002.jpg/) http://a.imageshack.us/img51/2248/kotor0000.th.jpg) (http://img51.imageshack.us/i/kotor0000.jpg/)
 redrob41
07-30-2010, 11:27 AM
#162
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:
 Kainzorus Prime
07-30-2010, 3:15 PM
#163
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.
 Dak Drexl
07-30-2010, 3:27 PM
#164
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.
 N-5/Prudii
07-30-2010, 3:29 PM
#165
I think you should work on the size of the nose. It looks way too big. Other than that, it looks great.
 Kainzorus Prime
07-30-2010, 5:19 PM
#166
Gonna attempt these suggestions tomorrow, we'll see how it goes. For now - screeeeeenz flooooooood:

http://a.imageshack.us/img84/4273/randomje.th.jpg) (http://img84.imageshack.us/i/randomje.jpg/)http://a.imageshack.us/img541/7104/rolandu.th.jpg) (http://img541.imageshack.us/i/rolandu.jpg/)http://a.imageshack.us/img821/1853/roland2.th.jpg) (http://img821.imageshack.us/i/roland2.jpg/)http://a.imageshack.us/img248/1989/shadowim.th.jpg) (http://img248.imageshack.us/i/shadowim.jpg/)http://a.imageshack.us/img507/7539/techs.th.jpg) (http://img507.imageshack.us/i/techs.jpg/)http://a.imageshack.us/img829/568/trask.th.jpg) (http://img829.imageshack.us/i/trask.jpg/)http://a.imageshack.us/img805/7182/trask2.th.jpg) (http://img805.imageshack.us/i/trask2.jpg/)http://a.imageshack.us/img704/2438/argumentg.th.jpg) (http://img704.imageshack.us/i/argumentg.jpg/)http://a.imageshack.us/img707/1504/baseyt.th.jpg) (http://img707.imageshack.us/i/baseyt.jpg/)http://a.imageshack.us/img245/1425/carth.th.jpg) (http://img245.imageshack.us/i/carth.jpg/)http://a.imageshack.us/img227/8379/carth1.th.jpg) (http://img227.imageshack.us/i/carth1.jpg/)http://a.imageshack.us/img268/1074/carthnew.th.jpg) (http://img268.imageshack.us/i/carthnew.jpg/)http://a.imageshack.us/img33/4500/compscreens.th.jpg) (http://img33.imageshack.us/i/compscreens.jpg/)http://a.imageshack.us/img341/5906/dockan.th.jpg) (http://img341.imageshack.us/i/dockan.jpg/)http://a.imageshack.us/img838/6106/endclone.th.jpg) (http://img838.imageshack.us/i/endclone.jpg/)http://a.imageshack.us/img810/2996/endclone2.th.jpg) (http://img810.imageshack.us/i/endclone2.jpg/)http://a.imageshack.us/img716/7781/endclone3.th.jpg) (http://img716.imageshack.us/i/endclone3.jpg/)http://a.imageshack.us/img808/1816/kolto.th.jpg) (http://img808.imageshack.us/i/kolto.jpg/)
 VarsityPuppet
07-30-2010, 5:23 PM
#167
Hey man! That's a sweet Jango face!
 newbiemodder
07-30-2010, 5:31 PM
#168
pics look great DK
 redrob41
07-30-2010, 5:45 PM
#169
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 :)
 Zhaboka
07-30-2010, 9:18 PM
#170
...wow. Impressive.

Oy... well, are you planning on Stormtrooperizing all the VOs for these characters?
 Kainzorus Prime
07-31-2010, 5:32 AM
#171
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.
 Kainzorus Prime
07-31-2010, 7:21 AM
#172
 N-5/Prudii
07-31-2010, 12:05 PM
#173
Very nice! I'm especially liking how you did the names. Good idea.
 Darth DeadMan
07-31-2010, 12:57 PM
#174
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.
 Kainzorus Prime
07-31-2010, 1:50 PM
#175
Right on. I'll post updates as I receive them.
 redrob41
08-01-2010, 12:20 AM
#176
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:
 Kainzorus Prime
08-02-2010, 3:45 AM
#177
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.
 Kainzorus Prime
08-02-2010, 9:10 AM
#178
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/)
 N-5/Prudii
08-02-2010, 10:30 AM
#179
Nice! I like the flowing kamas!
 Darth Darkus
08-03-2010, 2:46 AM
#180
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!
 Kainzorus Prime
08-03-2010, 1:37 PM
#181
I don't see the point of having Clones or Stormies in KotoR or TSL.

Fortunately opinions of pessimists are irrelevant.
 Marius Fett
08-03-2010, 7:06 PM
#182
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.
 Kainzorus Prime
08-04-2010, 3:18 PM
#183
 Dak Drexl
08-04-2010, 3:21 PM
#184
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.
 Kainzorus Prime
08-04-2010, 5:02 PM
#185
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?
 skateordie808
08-04-2010, 8:01 PM
#186
Wow this looks great, love the clones they look awesome!
 N-5/Prudii
08-04-2010, 9:41 PM
#187
I'll test it. Don't have much to do anyways...
 Kainzorus Prime
08-05-2010, 1:31 PM
#188
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/)
 Sith Holocron
08-05-2010, 1:58 PM
#189
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.
 Rinku
08-05-2010, 3:15 PM
#190
The Arcs look very nice!! If you do Delta squad will you include a generic model of the Commando.
 Kainzorus Prime
08-05-2010, 5:22 PM
#191
Can do.
 Darth DeadMan
08-06-2010, 12:05 AM
#192
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.
 Kainzorus Prime
08-06-2010, 5:24 AM
#193
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.
 Darth Darkus
08-06-2010, 10:32 AM
#194
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.
 Kainzorus Prime
08-06-2010, 12:41 PM
#195
 Rinku
08-06-2010, 1:31 PM
#196
Commandos so far.

http://a.imageshack.us/img17/9426/comms.th.jpg) (http://img17.imageshack.us/i/comms.jpg/)

Those look very nice!! I can't wait to see the rest.
 Kainzorus Prime
08-06-2010, 3:20 PM
#197
Got all UTCs sorted out, so here are TSL screens.

http://a.imageshack.us/img696/1261/cantclone.th.jpg) (http://img696.imageshack.us/i/cantclone.jpg/)http://a.imageshack.us/img31/706/carthtalk.th.jpg) (http://img31.imageshack.us/i/carthtalk.jpg/)http://a.imageshack.us/img10/8822/corpsearmors.th.jpg) (http://img10.imageshack.us/i/corpsearmors.jpg/)http://a.imageshack.us/img541/5431/grennescort.th.jpg) (http://img541.imageshack.us/i/grennescort.jpg/)http://a.imageshack.us/img708/2807/harbbly.th.jpg) (http://img708.imageshack.us/i/harbbly.jpg/)http://a.imageshack.us/img23/4350/harbcarth.th.jpg) (http://img23.imageshack.us/i/harbcarth.jpg/)http://a.imageshack.us/img823/4786/harbcede.th.jpg) (http://img823.imageshack.us/i/harbcede.jpg/)http://a.imageshack.us/img835/4253/harbpanels.th.jpg) (http://img835.imageshack.us/i/harbpanels.jpg/)http://a.imageshack.us/img651/7632/harbtroop.th.jpg) (http://img651.imageshack.us/i/harbtroop.jpg/)http://a.imageshack.us/img638/2996/medsold.th.jpg) (http://img638.imageshack.us/i/medsold.jpg/)http://a.imageshack.us/img707/6881/telcarth1.th.jpg) (http://img707.imageshack.us/i/telcarth1.jpg/)http://a.imageshack.us/img535/3150/telcarth2.th.jpg) (http://img535.imageshack.us/i/telcarth2.jpg/)http://a.imageshack.us/img256/7568/telcede1.th.jpg) (http://img256.imageshack.us/i/telcede1.jpg/)http://a.imageshack.us/img33/1838/telcede2.th.jpg) (http://img33.imageshack.us/i/telcede2.jpg/)http://a.imageshack.us/img716/2503/tombh.th.jpg) (http://img716.imageshack.us/i/tombh.jpg/)
 redrob41
08-06-2010, 3:55 PM
#198
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?
 Kainzorus Prime
08-06-2010, 4:33 PM
#199
It was dreadful when I attempted it in the first version. I could try, but there are no guarantees.
 redrob41
08-06-2010, 6:07 PM
#200
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.
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