New SKM TOEE moddified Models

Discussion in 'Models, Animations, and Particle Effects' started by XVicious, Jun 28, 2013.

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  1. XVicious

    XVicious Established Member

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    ***
     

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    Last edited: Jan 22, 2014
  2. XVicious

    XVicious Established Member

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    Anybody Want to be an Archon (angel type) ?
     

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  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Glorious :) Time to up the difficulty level.

    How about a turtle? Maybe starting with the Umber Hulk model.
     
  4. scramjetbooster

    scramjetbooster Blasted Nerfherder

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    Sweet! Just curios, where did you get the wing from?
     
  5. XVicious

    XVicious Established Member

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    Turtle
    moddified komodo
    by request
    installs into -> .\art\meshes\Monsters\Komodo

    "here goes your turtle Shiningted, enjoy :) "
     

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    Last edited: Jan 22, 2014
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    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?
     
  7. XVicious

    XVicious Established Member

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    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.
     
    Last edited: Aug 2, 2013
  8. XVicious

    XVicious Established Member

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    ***
     

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    Last edited: Jan 22, 2014
  9. XVicious

    XVicious Established Member

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    Any request takers, for something they would like in their

    toee game?


    model or texture appearance or look...monster, animal, ..

    Im thinking T-rex, hmmm

    (walks away and looks for monster manual for ideas)

    Horned devil...

    edit: attached: hdevil.zip
    =====
    included:
    hdevil mod installs into monsters\demon\
    .obj .inj .mes .skb .skm included
    textures and MDF included
    -------------------
    enjoy :)

    Rule guide for proto type mod
    -------------------------------
    large evil outsider, lawful, extra planer
    HD: 15d8 + 105 (~172hpoints)
    init 7
    spd:20, AC 35 dex +7 +19 natural (scaley)
    base att: +15
    spiked chain + 25 + stun
    optional:
    ----------
    bite +22 (2d8 +5)
    tail + 22 (2d6+5)
    2 claws +24 (2d6+10)
    ----------
    quality
    DR 10/good and silver
    str 31 dex 25 con 25 int 14 wiz 18 cha 22
    regeneration
    -----environment
    9 hells of baator
    CR 16 (chalenge rating)
    ----------------------------
    spell like abilities
    fire ball 3/ day
    lightning bolt
    dc 19
    can summon lemures like balor has summon


    [​IMG]


    [​IMG]
     

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    Last edited: Jan 22, 2014
  10. Zoltec

    Zoltec Pгōdigium

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    I thoroughly know how to do that ( drow example), but what I'm really asking for is this one. :p 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.
     

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    Last edited: Aug 30, 2013
  11. XVicious

    XVicious Established Member

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    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)
    [​IMG]

    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

    art/meshes/meshes.mes

    line:22
    // Unique NPCs 500-999
    {500}{NPCs\jaroo\jaroo}
    {501}{NPCs\terjon\terjon}
    {502}{NPCs\calmert\calmert}
    {503}{NPCs\Elmo\NPC_Elmo}
    {504}{NPCs\Brother_Smith\NPC_Brother_Smith}

    try adding
    {505}{NPCs\drow\drow}

    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.*
    ---------------------------------------
    in theory,
    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
     
    Last edited: Aug 31, 2013
  12. Zoltec

    Zoltec Pгōdigium

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    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! :)
     
    Last edited: Aug 31, 2013
  13. Zoltec

    Zoltec Pгōdigium

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    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). :)
     
  14. Zoltec

    Zoltec Pгōdigium

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    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:
     
  15. XVicious

    XVicious Established Member

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    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

    example:
    file.mdf
    -------------

    general

    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
     
    Last edited: Sep 11, 2013
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