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Old 08-21-2009, 09:43 PM   #121
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Do they move along with the helmet though?

Edit-- Okay, thanks.


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Old 08-21-2009, 10:13 PM   #122
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Yes.

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Old 08-23-2009, 04:19 PM   #123
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Here's Dustil, though for some reason fraps took a poor screenshot. Still, he's less clone'y than others, a blend of fifth asian head and Prime's clone head skin.


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Old 08-23-2009, 04:44 PM   #124
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Looking great, DK!


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Old 08-23-2009, 05:10 PM   #125
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Umm, I'm not completely aware of what this Clone Wars Conversion mod is going to have in it, but if, as it seems, most people end up looking like clones, thats a good head. However, if its JUST a reskin, I like the old better...
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Old 08-29-2009, 11:59 AM   #126
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I've decided to tackle improving upon Prime's original idea of Imperial officers, again using Hapslash's superior texture from his Jedi Academy model, with full credit ofcourse.



The standard three variants that come with the game and basic male officer. Females, and additional variants that will be used as clothing coming shortly. I'll take advantage there are 8 clothing variants avaiable and attempt to texture each one.

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Old 07-21-2010, 10:29 AM   #127
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Arise, Threadimus Prime.

Ladies and Gentlemen, with Darth DeadMan's tremendous modelling asistance, we're on our way to have proper Clone Troopers. With that said, I present the first one in line, basic clean Clone.



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.

Also showing the new DC-15a, also part of the 2.0 release.

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Old 07-21-2010, 12:10 PM   #128
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The model looks great. Looks like it allowed you to fix up the lightmaps on the helmet too, which looks perfect. My only thoughts would be that the shoulders look a bit big from the front and that the new DC-15a looks a bit puny in the hands of that bulky trooper.

I just have one question, will there be only disguises in place of the old clone armors? I think I might be the only one who liked the helmet-less version

Great job DK and DeadMan.

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Old 07-21-2010, 01:08 PM   #129
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Yes, only full-armor disguise items this time, to save DeadMan's time and hassle of making two versions just for the choice of helmet or helmetless armor. Stats remain the same though. The shoulders might look large from the front angle, but in reality they fit well when the character moves about. Also, moar screens.



They all have metal shader, but it might look obscured in the area I took screens in. I shall update other variants as I receive them.

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Old 07-21-2010, 01:15 PM   #130
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Wow. Those look awesome. But may I request a Clone Shadow Trooper variant?



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Old 07-21-2010, 01:17 PM   #131
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Can do.

Edit: Done and done.


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Old 07-21-2010, 03:43 PM   #132
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Woah! Those look very nice DK. I am seriously speechless at the moment....





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Old 07-21-2010, 03:46 PM   #133
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They look great, but there is something.... odd... about them...




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Old 07-21-2010, 04:29 PM   #134
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That... is amazing. Thank you.



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Old 07-21-2010, 04:34 PM   #135
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Wow! how about a Galactic Marine:
http://jediknight3.filefront.com/fil...e_Marine;96719
Super Battle Droids:
http://jediknight3.filefront.com/fil...le_Droid;36798
Battle Droids:
http://jediknight3.filefront.com/fil...droid_SP;71738
Grievous
http://jediknight3.filefront.com/fil...Grievous;43470
MagnaGuard
http://jediknight3.filefront.com/fil...aGuardVM;55831
You could make Bastila Aayla Secura, or something...



Show spoiler

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Old 07-22-2010, 09:05 AM   #136
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While I'd like to see these over in KotOR, I won't stretch DeadMan's partnership at this time. Perhaps if I'll have plans to expand this into more than armors in the future, these would be added.

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Old 07-23-2010, 10:24 AM   #137
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Two new variants and updated Shadow one.



Also, can anyone point me to the name of the texture, the one used for holomap on Endar Spire bridge, to the left just as you enter through the door.


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Old 07-26-2010, 10:47 AM   #138
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Another one ready.



Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.

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Old 07-26-2010, 12:08 PM   #139
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According to placeables.2da, it should be "PLC_EndS", but I can't find any such texture in the ERFs.



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Old 07-26-2010, 01:07 PM   #140
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Yeah, I had no luck either. If worse comes to worst, It'll remain orange while other computer panels and such will have pleasant blue and white hue. Animated screens with Republic logos included.

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Old 07-26-2010, 04:21 PM   #141
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Quote:
Originally Posted by -DK- View Post
Another one ready.



Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.
The galaxy map panel?
You could try exporting the Ebon Hawk modules(models) out of KT until you find the one with the texture you want. KTs' use of mdlops will export the textures used along with the decompiled ascii.

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Old 07-26-2010, 08:50 PM   #142
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Another one ready.

Is the skirt flap thing animated?

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Old 07-26-2010, 10:24 PM   #143
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Quote:
Originally Posted by -DK- View Post
Another one ready.



Also, I'll repeat my question from last post - can anyone point me to the name of the texture, the one used for holomap thing on Endar Spire bridge, to the left just as you enter through the door.
Is there some clipping in the kama? It looks like we can see through it in the picture.




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Old 07-27-2010, 12:04 AM   #144
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Is there some clipping in the kama? It looks like we can see through it in the picture.
Yes. It was the best I could do with this model. As long as MDLOps will not allow us to add bones or build a new skinmesh around an exiting supermodel this can't be fixed. At least, I have no idea how to fix that without remaking ALL animations specifically for this model.
Sorry.


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Old 07-27-2010, 12:21 AM   #145
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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.

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Old 07-27-2010, 01:05 AM   #146
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Quote:
Originally Posted by Dak Drexl View Post
. . . or use the other kama from the Zhesion Sha armor. It will be fully animated.
I actually e-mailed Calo about using that armor!




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Old 07-27-2010, 08:38 AM   #147
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Quote:
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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.
How would we replicate the effect for K1?

Quote:
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The galaxy map panel?
You could try exporting the Ebon Hawk modules(models) out of KT until you find the one with the texture you want. KTs' use of mdlops will export the textures used along with the decompiled ascii.
No, not Hawk's galaxy map. I used the word 'map' figuratively.



I meant this thing on the Endar Spire bridge.


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Old 07-27-2010, 02:10 PM   #148
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Quote:
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I present the first one in line, basic clean Clone.

Nice model work, and all the skins so far have been great too. Really good model detail around the belt, knees & elbow pads

Quote:
Originally Posted by Dak Drexl View Post
My only thoughts would be that the shoulders look a bit big from the front
I tend to agree, sort of. 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?

(For comparisson)
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They look great, but there is something.... odd... about them...
the only thing that looks odd to me, I think comes from the perspective of the screenshots. The upper body seems wider and bulkier, while the legs look short and the feet smallish. I'm just thinking of Leia to Luke: "aren't you a little short for a Storm Trooper?"

-DK-, how does this model compare to the male scout, scoundrel & soldier models for height and width? (IIRC there are a few models still in TSL)

Is that it Canderis? Or is it something else? (maybe his belt makes him look fat )



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Old 07-27-2010, 02:13 PM   #149
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I think that is it RR




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Old 07-27-2010, 02:31 PM   #150
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We're just doing the conversion, with no alterations to the model itself. But I have to be honest, these were a bit sloppy in their original versions too, Mars was known for doing things quickly and by the bucketload - but not always paying proper attention to details and proportions. If Hapslash released his Clonetroops when that was still relevant years ago, we'd have used them without a second thought. But, we take what we can get.

Also here's comparison with regular model.

http://a.imageshack.us/img805/6465/compw.jpg

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Old 07-27-2010, 02:57 PM   #151
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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.

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Old 07-27-2010, 03:59 PM   #152
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great work on these clones DK!

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Old 07-28-2010, 12:08 AM   #153
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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.

Quote:
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.

Quote:
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*)


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Old 07-28-2010, 12:24 AM   #154
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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 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).

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Old 07-28-2010, 10:23 AM   #155
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Look, a paratrooper clone!



But no, you can't jump out of the Hawk during sith fighter random encounters and start blasting with it.

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Old 07-28-2010, 10:29 AM   #156
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My life is now complete! I have always loved the look of the Clone Paratrooper, nice job!





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Old 07-28-2010, 02:01 PM   #157
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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!
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Old 07-28-2010, 02:20 PM   #158
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Quote:
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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.

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Old 07-29-2010, 03:14 PM   #159
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An update just from me this time, showing a prototype of new clone head skin.


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Old 07-29-2010, 11:48 PM   #160
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Actually that's not necessary at all. This 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?


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