Helmet mods aren't too much of a drama, besides making them big enough to avoid clipping. The blasters would also be pretty simple.
You could probably use PFHA03 for the head, seems like a fairly reasonable match, although the hair is a bit shorter in the back. Just needs a recolour of the hair to purple with orange highlights.
As for a body/armour model, I dunno about that. Possibly PFBHM could be a starting point, but there's really nothing in the vanilla armours like Sabine's mix of armour pieces over clothes/exposed skin. You could cobble together something from existing models, but could you get it into the game? I have no idea. Someone more familiar with it would have to chime in on the practicality of it.
Actually I've looked up a few things like canon Exile (Meetra Surik) and some Mandy helm/armor mods. Some looked suitable but I haven't really dive into modding yet (if someone has it on WIP then I wouldn't have to start at all at least :P ). Problem with the Mandy armors is whether I can fit it into women body since afaik all the Mandy armors mods are male only. Everytime I checked the screenies they shown me women on a man's body.
Is there anything I should know before attempting to modify someone else's mod(s)? Legal stuffs etc? The basic modding concept I know for almost all games is the 'extract, modify, install' concept. I have to learn the 'modifying' part to make it fit the game.
Needs some minor positioning adjustment, as the way masks work doesn't really provide any solid point of reference where it will end up positioned in the game.
Edit: Got it UV mapped, although as ever I need to go back and fix MDLOps mangling shared edges. Also need to adjust the inside a bit, as I noticed you can see a bit further underneath than I was anticipating.
Also did her pair of WESTAR-35 blaster pistols, with separate mapping for different colours (both share a 2k texture with the helmet):
I did a quick test in-game, but the positioning is way off, need to play with that.
Last edited by DarthParametric; 02-03-2015 at 12:18 PM.
Edit: Got it UV mapped, although as ever I need to go back and fix MDLOps mangling shared edges.
As a particular notice here:
One way to get around this was to convert the object in 3DSMax to an Editable Poly, select all of the trouble-edges in 3DSMax, and then go to the right-hand menu. Then go down to the "Edit Geometry" section and select the MSmooth button.
This will result in a few more poly in the model, but it is smoother in-game.
Also, KAuora does have better support for smoothing groups. Combining the above MSmooth method with compiling the hat I ripped off Admiral Dodonna's head, I got this in-game:
It's not a smoothing problem per se, it's a UV problem. Any shared edges between islands have to be detached, otherwise the UVs get scrambled as MDLOps presumably tries to keep them contiguous. Of course then you get a smoothing problem, as anywhere with a UV seam necessarily has to become a hard edge. Which is a serious pisser when you want to split UVs right up the guts of what would otherwise be a single smoothing group.
Helmet and two blaster models, set up in 3DS Max 2010 .MAX format (requires NWMax I/O script)
ASCII MDLs if you only have GMax
Binary MDLs as they currently stand for in-game testing purposes
Some basic UTIs and icons for in-game testing purposes
The helmet still needs island boundary polys detached to prevent the UVs being screwed up by MDLOps. I think the blasters do as well, but I can't remember whether I already did them or not. I did some quick and dirty positioning of the blasters, one a little off to try and counteract the gimped offhand weapon positioning, but that will need some experimentation and fine tuning. All three models share a single 2K texture, but the supplied one is just the UV map, you'll have to do your own texturing. Also note that the helmet was specifically sized to fit PFHA03, so you will almost certainly get clipping issues with some other heads.
You are free to release a public mod of your own using modified versions of these files, but you must credit me as the original creator of the models.