[WIP] Star Wars Mod

neronix17
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Fri Mar 29, 2013 7:30 pm

Jahsg wrote:Just a note...

the Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture.
And your point is...? Sorry you just seemed to be assuming that I know nothing about the factions I'm including, especially when you copy and paste a Wookiepedia entry. My plans for them are as they are described, allied with the Sith, enemies of the Jedi, and being a nomadic people their only real home is a group of large camping tents. Their numbers will be relatively small to other factions (not as small as Jedi & Sith though) so as to balance out their abilities.

daitcho
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Fri Mar 29, 2013 8:56 pm

What is ur progress, so far?

neronix17
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Fri Mar 29, 2013 9:09 pm

daitcho wrote:What is ur progress, so far?
I added a link to a spreadsheet of the model/texture progress on the planned features section right at the end, that shows what can be done through models from SWG, what currently needs to be built from scratch and what has been textured. Right this minute I am about halfway through texturing the lightsabers that are going to be implemented, after that I'll be putting them in-game and making sure they work alright along with the correct colours of lightsaber going to the right faction and so on (red to Sith, green, blue, yellow and purple to Jedi).

As long as all goes well with that I can see the first version being uploaded at the start of the week, I probably will skip out on the robes for the first version for now as clothing is a little tricky to do at the moment.

neronix17
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Sat Mar 30, 2013 1:48 am

I'll be doing a broadcast of the testing through my twitch.tv channel, there won't be much going on till Sunday but I'll be broadcasting whenever I go into Kenshi to do some lengthier tests. Don't expect much to be seen for the lightsaber release, I'll only be in game as long as I need to catch any major bugs.

If you follow the channel you should get updates on future test videos too, I'm not used to streaming yet so I won't be talking much, just thought I'd let everyone see how things are going when they get tested.

daitcho
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Sat Mar 30, 2013 3:39 am

wat time are u gunna be doin that?

neronix17
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Sat Mar 30, 2013 4:16 am

daitcho wrote:wat time are u gunna be doin that?
It's dependent on when I finish getting it all in-game, if it's not all finished by the end of Saturday then I'll have to spend a little bit of time on Sunday finishing off. If all goes well (which it hopefully will), then I'll probably start testing around 5-6pm GMT.

I'll likely spend an hour testing and noting anything that goes wrong long-term, if nothing goes wrong during the stream I will upload the mod here and then continue streaming for another hour or so. If you miss the broadcast then I will be making the video available to watch as a highlight on my channel after twitch is finished processing it (a few hours afterwards I think).

Edit: Just a heads up that I'll be doing that broadcast a few hours late, something came up IRL that I have to do, sorry for the delay.

Edit 2: I'm home and sorting out the last bits of the lightsabers, had trouble with the software I was using to export the mesh files so I'm trying another program which appears to be working, shouldn't be long now.

daitcho
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Sun Mar 31, 2013 11:30 pm

r gunna put it on live stream?

neronix17
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Mon Apr 01, 2013 12:19 am

daitcho wrote:r gunna put it on live stream?
r u gna spk nrmly fr 1s? No not tonight, I've spent the whole night since I got home working out how to get the model in game with texture and it has not went well so far, most of the time resulting in crashing.

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KEBW1144
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Mon Apr 01, 2013 12:53 pm

Hello Nero,

I have a background in modeling and texturing and saw your mod idea. I might consider helping if you wouldn't mind chatting for a bit. I have a bach. degree in environmental modeling and love to paint in photoshop. I have other skills in animating, rigging, video editing ect.... I am familiar with max, maya, and a bit of zbrush (still a bit new and learning). If you would like to chat I can provide examples of a few things I have played with in the past. Anywho hope to hear from you.

Cheers!
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Arutha
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Tue Apr 02, 2013 3:26 pm

Sweet jesus i dont belive what i see :shock:

neronix17
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Wed Apr 03, 2013 1:09 am

Arutha wrote:Sweet jesus i dont belive what i see :shock:
Jesus has nothing to do with this, unless I am Jesus...in which case...*omnomnomnomnom*...nope my blood isn't wine.

In other news, breakthrough in the whole model importy thingy, I can now get it in-game without crashing. Bad news is there's no texture...so yeah, if OGRE model importing was a little better documented (found less on that than when I was learning Java ffs) then it'd be done by now.

Darkzero
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Sun Apr 07, 2013 8:01 pm

anny u^pdate about your mod?

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Beesafree
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Sun Apr 07, 2013 10:58 pm

see i had/still have a hard time with the texturing part....
i did get it to the point where they are textured, although it doesn't have a reference point....

what i did was break all the pieces of the models that need different textures (rocks, water, leaves) into their own model file and put them in their own parts file in the construction set and texture them with a png.... and then reference all the individual parts into one complete part and finally reference the complete part inside the building itself....
while it does texture it, i still have a hard time with glossiness and such... but at least they are textured

i think there is a way to make a texture map or something, although i haven't figured it out
try looking up unwrapping models, that got me to the point im currently at....

feel free to look at my oasis/fire pit to see how i textured them

there's gotta be a better way....

also dunno how to do transparencies.... XD
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neronix17
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Mon Apr 08, 2013 5:45 am

Beesafree wrote:-snip-
I'm not exactly new to models and textures :) the models are all being UV Wrapped as I do them and the problem is that there are quite a few and I'd rather not have to go through a long tedious process of converting each one in a strange and unnecessarily complex way. And the ways I've tried so far seem to remove the UV Wrap so it's not reading the texture at all.

The mod would be half way done by now if it wasn't for this one issue, really wish the game was designed on a more commonly used engine instead of OGRE, would make this a hell of a lot easier. Doesn't help that Blender (which I am forced to use for conversion as the only plugin for Cinema 4D that works for OGRE isn't up to date and just does nothing at all) feels and acts like it was designed by a blind monkey after a lobotomy.
Darkzero wrote:anny u^pdate about your mod?
Other than the above issue with textures still happening, nope, I only really have time to work on it over weekends and not much changed this weekend.

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KEBW1144
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Mon Apr 08, 2013 3:05 pm

PMed you
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NoowahD
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Mon Apr 08, 2013 4:09 pm

Ah, those SWG models bring back memories. The feel of the environment in this game very much so reminds me of Tatooine and the epic sprawling landscape is reminiscent of SWG planet maps.

Good luck with this.

EDIT: Do you have any plans on adding furniture from SWG? Kenshi could really use some decoration... My whole city is full of empty houses. The Rustic Furniture they added in NGE works quite well with Tatooine/Lok/Dantooine housing, but some of the vanilla furniture looks great as well. (for example, the booths/tables in the Mos Eisley Cantina, metallic furniture in the Tatooine SP's). Irregardless, I can't wait until this goes public, as from the moment I first saw this game, it instantly reminded me of SWG for some odd reason.

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Vaultdweller47
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Sat Apr 13, 2013 7:40 pm

I originally came upon the concept of a Star Wars mod for Kenshi while daydreaming, then about a week later I stumble upon this wonderful mod thread. Talk about a serendipity. I like the idea of lightsabers being exceptionally powerful in comparison to standard weapons as mentioned in the original post, however, I hope that they are, in turn, exceptionally rare. An over-abundance of lightsabers would make them lose their luster. The hierarchy of the Jedi Order or Sith would be really cool, npcs from lowly padawans to powerful knights and exalted Jedi Masters. I can imagine attempting to raid a Jedi base with a legion of Sith warriors and getting slaughtered by the masters on the base's Jedi council. Or running into a roaming dark lord of the sith while travelling. If the two factions collided it would be particularly interesting, a flurry of red, blue, green, and yellow lightsabers. I'm not sure how plausible it is at this point, but maybe one day some basic force powers could be implemented. Force lightning, force push, etc. Anyways, lightsabers alone would enrich my Kenshi experience. I'm very excited for this mod, hope to hear more good news soon!
"We are a way for the cosmos to know itself" - Carl Sagan

Jigglerumz
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Joined: Mon Apr 22, 2013 7:35 am

Mon Apr 22, 2013 9:21 am

to be honest, I'd label your mod a success if you can figure out how to get the whole alpha channel with white glow thing to work with the swords to create your lightsabers. Figure that thing out, maybe mind sharing your techniques?

also have any guides for modelers getting their shit into the game? Like reference sizes or exporting guides?


Im hoping this modding community is more open bout their mods than more closed shitty communities that treat mods like IPs and oh boy *COUGH* MOUNT AND BLADE *COUGH*

Please,

RELEASE THY SOOUUURCE!

neronix17
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Mon Apr 22, 2013 2:42 pm

Jigglerumz wrote:to be honest, I'd label your mod a success if you can figure out how to get the whole alpha channel with white glow thing to work with the swords to create your lightsabers. Figure that thing out, maybe mind sharing your techniques?

also have any guides for modelers getting their shit into the game? Like reference sizes or exporting guides?


Im hoping this modding community is more open bout their mods than more closed shitty communities that treat mods like IPs and oh boy *COUGH* MOUNT AND BLADE *COUGH*

Please,

RELEASE THY SOOUUURCE!
They are treated like IPs on many other games for the simple fact that people steal shit for their own mod and don't respect the creators of what they steal by even crediting them. When I figure out how to do most of the things for getting models in-game and textured and non crashy myself I'll let you all know in a guide in a separate topic. The alpha channel is something that should be easy enough, it is possible (the fields in Kenshi use it) but how is a mystery at the moment.

The best way to go about it would be to find all the stuff for yourself though, the way I do things is heavily related to Cinema 4D and if you use Blender or 3Ds Max then it will be a different process, I haven't looked into either since I see Max as lacking and Blenders interface as something a blind retarded monkey made while it was drunk and in a very sadistic mood. If I give up with the mod I'll upload the models, etc I have so someone else can continue it but I am pretty stubborn so don't expect me to give up any time soon.

Jigglerumz
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Mon Apr 22, 2013 8:46 pm

cinema 4d supports ORGE?

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