Separate names with a comma.
Discussion in 'Models, Animations, and Particle Effects' started by XVicious, Jun 28, 2013.
Anybody Want to be an Archon (angel type) ?
Glorious Time to up the difficulty level.
How about a turtle? Maybe starting with the Umber Hulk model.
Sweet! Just curios, where did you get the wing from?
installs into -> .\art\meshes\Monsters\Komodo
"here goes your turtle Shiningted, enjoy "
Thanks! :wave: I will start hacking these into KotB once I get some system maintenance taken care of.
EDIT: Omg there is a whole other page of these with cats and birds and beards n all, woohooo!
O and one more 'simple' request, a raccoon? Use the new weasel mod, maybe?
yea the weazol could be racoon-ized,
but it was made with version 1.1.2 around there, so if you need a new
model, any problems painting a new texture , let me know, I will re-map a new
version with v1.2.1
my thanks too everyone for giving positive feed-back on this topic.
Im hoping to get a few more model mods out here, but
new ideas are always welcome,
I would prefer to take request, rather then come out with my own idea's.
also if there are any debug issues, during play time or problems, please make
these issues known, so they can be fixed asap.
I also want to say, each individual model mod takes up at least or most 1-2 hours
+/- 30 min in time woking on the mod, so complete packages for say
undead animals, hair (all colors) with beards for humans, exetra and related
package type mods such as summoned familiars ( in works with Zoltec and I) would
take a long time to compile together and package, so be patient for those.
if you do have an idea for a package project and would like to help me speed
that process, please feel free to PM me and befriend me and propose a prodject
package we can create together.
Any request takers, for something they would like in their
model or texture appearance or look...monster, animal, ..
Im thinking T-rex, hmmm
(walks away and looks for monster manual for ideas)
edit: attached: hdevil.zip
hdevil mod installs into monsters\demon\
.obj .inj .mes .skb .skm included
textures and MDF included
Rule guide for proto type mod
large evil outsider, lawful, extra planer
HD: 15d8 + 105 (~172hpoints)
spd:20, AC 35 dex +7 +19 natural (scaley)
base att: +15
spiked chain + 25 + stun
bite +22 (2d8 +5)
tail + 22 (2d6+5)
2 claws +24 (2d6+10)
DR 10/good and silver
str 31 dex 25 con 25 int 14 wiz 18 cha 22
9 hells of baator
CR 16 (chalenge rating)
spell like abilities
fire ball 3/ day
can summon lemures like balor has summon
I thoroughly know how to do that ( drow example), but what I'm really asking for is this one. How do you implement the skin texture (black) over the cloth of the Drow <attachment>. And finally how did you put that in-game. Can you teach me the basic modding of it or provide a complete example file, As I don't want to go back again to all of it again and again. Thanks!
EDIT K, sorry I've been confused again (nullify the question above), I'll give you later a test file to work at, I'll create a pregenerated PC, where we will make a custom skin for him.
OH that model!!!
I changed the normals on it to appear darker by only giving it only one normal that
pointed away from the toee light source (this also makes the cloths appear darker).
Im not shure if you want to use that kind of mod.
I stumble on it by mistake perhaps.
(i had only one normal value in the queue givin to all vertex's)
(Lighting:normal; light reflection angle)
changing the male SKM file to have one normal,
would you like an example of that?
would you like a PC SKM file that points to a drow MDF, would that solve your issue
toee1 extract .dat
// Unique NPCs 500-999
make folder \
NPCs\ [drow] \
inside place drow mod mdf (files)
chest, head, feet, hands (.mdf)
add you modded *.tga textures for chest head feet excetra..
place copy of PC_Human_*(<male/female>).SKM
and PC_Human_*(<male/female>).ska copy
also a copy of PC_Human_*(<male/female>).txt
rename all copies too Drow.*
you would now have a model ID (i.e. 505) you could maybe add to
protos for a new NPC
ZOltec - if you get that to work
you should make a thread tutor for creating new NPC's
Yeah, I want to know more about those lightings [normals] thats very interesting. Please post an example file.
Oh do you edit the .SKM file through your anim8tor tool or your skm tools to point it to the .MDF file? coz, I usually point the .MDF files through hex edit.
OH OH OH! I'm wrong again please make a PC .SKM that points to .MDF file. Teach me!
XVicious I'm very interested with normals please discuss it. Is there a possibility to use normals with RGB? Can we use it on all angles? So even the model rotates the normals is retained.
We can create a drow without altering anything except its normals like the above example. If we can use artificial normals (RGB) then we could change the lighting from black to green then we'll have a green dude capable of wearing anything (just for example).
I'd also like to make a human model appear darker using normals w/o affecting its equipments. Is there any way for it? :dead:
Well I had suggested that this was a part mistake,
If you have any version before 1.2.1 of tool set, it would do this with
the normals and UV texture maps.
The way to change colors , is done through the mdf
normals have nothing to do with changing what color the light reflex back,
its the light color and material color that determines its color after the light reflex
off the normal.
the normal only says if its light or darker according to the viewer
color 255 255 255 255
texture 0 "....."
UVType 0 Mesh
BlendType 0 modulate
color R G B A
changing this color will tell what color you have based on lighting
if you have a white light and a white material
the color that would refract off the model would be
the texture + (white+white)/ normal
so say you turn above into green
color 0 255 0 255
you would see
texture + green + whitelight / normal
what comes back is the blended result
I could not teach you how to do this as a hex mod.
there are too many normals to deal with