Disruptor Rifles
Disruptor Pistols
Ion Rifles
Ion Pistols
Blaster Carbines
Bowcasters
Heavy Repeaters
Holdout Blasters
Vibroblades
Stun Sticks
Low priority
Gaffi sticks
Lightsaber hilts
Staffs
Hello folks!
I don't expect that anybody remembers but a year or two ago I posted an idea of making new models for each of the weapons in KoTOR. Back when it came out, KoTOR wasn't a bad looking game, the textures were nice, the effects were nice, and those are still adequate by today's standards, but one thing that always grated me about the game was its weapon models. Some of them look horrendous. So, taking inspiration from this guy who had a similiar idea http://www.lucasforums.com/showthread.php?t=138643 I'm making new models and textures for each of them. Not only are the default kinds going to look loads better, but each variant will have new added features, features that make sense.
Here are some renders.
And like I said, unique version of weapons will have additions that make sense. For example, this is the model for the Sith Sniper Rifle:
Criticism, ideas and suggestions are all welcome. I'm looking forward to hearing thoughts about this
Last edited by Toasty Fresh; 05-23-2012 at 07:24 AM.
Toasty Fresh, I much as I'd like to see some new weapon models, one thing should take priority over the models. As far as weapons are concerned in KOTOR and TSL, that would be the weapon textures. Somehow I doubt people would be as fixated on weapon models if the makers put in a little extra effort on the weapons skins. The last project I saw that actually dealt with such a thing fizzled out some time ago.
I had a point with all of this, I swear! When you skin your work, please go the extra mile.
As of 28APR13: I released a new small texture mod! Check it out here.
I'll do a texture at 512, get it ingame and see how it looks. I don't want to put too much detail into the textures, it will draw attention away from the rest of the game's graphics. It has to fit into KoTOR's style.
That's actually not a bad point. It's like when you stick a super-high-res Ebon Hawk into the game and it contrasts with all its medium-res surroundings.
Anyways, that second screenie looks awesome, as they all do, but I love the hollow-ish bits on the blaster rifle.
Very nice, I look forward to some ingame pictures.
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After 2 hours or so of screwing around with NWMax and MDLOps I finally managed to get it ingame to have a look, but something wierd has happened. I can't really provide a screen as it's difficult to see but basically some pieces of the model seem to be missing UV maps and the texture is all screwed up. I guess I'll have to try importing it again and see if I can get it to work.
I know you just said that in a screenie you cant really see it, but could you please provide one? If you can see it I'm sure others can see it as well, and we can try to help you.
I'll post one in a sec. BTW, is there any kind of flying camera mode in KoTOR? I'd be able to show you easily then.
Sadly, its only in the xbox versions of K1 and K2. The best advice i can give is to use another character's first person view(Caps Lock) to look at it.
I heard some people had troubles with 2009. I don't really have much experience with UV mapping and such. One person who might be able to help is Quanon. These things are his specialty.
Just to help in the future, that mapping problem happens to me when I resetxform a lot of the time. What I do is resetxform before I even apply the UVWMap modifiers. After I'm done skinning, I save the UVWMap. I resetxform again and (sometimes it doesn't even mess up) when it messes up again I just apply the UVWMap I had just saved and it works fine. I hope that confusing mess I just wrote helps a little haha...
The model looks great in-game. My only suggestions are that you should check on the lighting; check this thread out and make sure to check out both solutions: http://www.lucasforums.com/showthread.php?t=207929
Also I think you should look into adding some slight metal shaders for the models. If you don't know how to do that, just use the forum search for something like "shiny texture", "txi", "CM_baremetal", or something
That's a vast improvement over the original models, nice work on this!
Might want to turn the CM_BareMetal down slightly however, but that's just my personal opinion.
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Changed the shine a little bit, looks a bit better I think.
Oh yes, that looks a lot better, nice job!
Quote:
Originally Posted by Toasty Fresh
Also finished the heavy blaster.
That is such an improvement over the original, it's unbelieveable.
I look forward to seeing what you accomplish with the rest of the weapon models!
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
I'm now having a problem where the unique versions of the Heavy Blaster come up ingame as pure white with normal shading.
I've tried just about everything and it is always pure white. It's not the texture because I tried a different texture on it and it still didn't show properly. There's obviously something wrong with my export and it's not linking to the right texture but I have no idea how to amend that.
Last edited by Toasty Fresh; 12-29-2011 at 07:21 PM.
Try opening the ascii model in Notepad (the one you exported from Max) and check that the texture is listed. If not, add it in, save then compile.
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!