I've been considering doing some modeling for KotOR I/II, but before I do anything, I was wondering if anyone knew the maximum number of meshes that could be in a model. I couldn't find anything on Holowan, though I probably didn't look quite as hard as I probably should have. :lookaround:
To be honest i have no idea, but i can come in at the reskinning after. Any other thing than map editing and modeling i can help with. ;)
My main strengths have usually been modelling and mapping. My skins and textures tend to look really bad, though that's probably because I don't spend enough time on them.
Well, I guess I could always throw box in-game and add a mesh until KotOR II crashes, though it might be hard to tell if it's the box or game...
Cool, the only things i can't do is maps and modeling. I will probably be making my first bit of modding tools as i am fairly fluent in C++ now :D
I'm just going to do it. If the game crashes or my PC explodes, I know something when wrong. Needless to say, if I'm gone for a week, you'll know what happened. [SIZE="1"] Or a went MIA without saying bye again...[/SIZE]
[Insert User Title Here]
15th March 2005
I don't think there's really a limit. I've put some high-poly stuff into it with no problems. I don't think anything you'd make would be so high poly that we'd have to call out the national guard, though. :p
How Did You Guys Get So Good At This!
1) Looking at tutorials other people have made for us.
2) Asking people who can help. Holowan labs is good for this.
3) Looking at mods other people have made to try and understang them yourself.
The Great thing about modding is anyone can do it. I am not a computer whizz myself but i do know how to make: items, armour, misc stuf, powers, scripts, .2da, skins and many other things. You do not have to start with a top of the line mod.
tylerkirk;3513118How Did You Guys Get So Good At This!
The best way is experience. I've probably have had a cumalitive time in GTKRadiant (JA) of at least 300 hours, and just now I'm starting to get comfortable enough to make a map I'll be proud of and ready to release.
So the point is, yeah, you can read the tutorials, but unless you have a knack for it, you will suck at first. Hell, I'm sure even Inyri would cringe if you showed her one of her first mods. Just don't despair and keep at it, and you'll be good at it before you know it.
Though that's not to say that you don't have to have some guidance. Trust me, that route will be very painful for you. Tutorials + Experience = Compentancy. :nodding:
And yeah, whenever I think of my first skin for AoM, I cringe. It was awful, and made in Paint. I only discovered "shading" afterwards. Good thing I lost about 5 reformats ago. Or more...
I don't think there's really a limit. I've put some high-poly stuff into it with no problems.
Yeah, and I opened up the blaster pistol this morning and found it was 2 meshes, thus, in essence, answering my own question, since I just wanted to know if it could support more than one. I hate it when I do that <.<
I don't think anything you'd make would be so high poly that we'd have to call out the national guard, though. :p
Thank you for the goal, I'll try to accomplish it before the end of the year! I'm going to win for sure!
Though I'm so scared to click any viewport now. In fact, so scared I'm not doing it. *Resets*
This morning, I almost got in trouble since Mom was wanting to know why I was looking at guns, then clumsily explained that it's for a model for SW and that it's hard to put happy thought mods into KotOR. Don't know if she bought it...
[Insert User Title Here]
15th March 2005
Hell, I'm sure even Inyri would cringe if you showed her one of her first mods.
My first mods were surprisingly good. I can link you to my first release mod, if you want... :p
Yeah, and I opened up the blaster pistol this morning and found it was 2 meshes, thus, in essence, answering my own question, since I just wanted to know if it could support more than one.
It can also support multiple textures. This does not apply, however, to saber hilts. Youc an only have one mesh and one texture for saber hilts. This is due only to the restrictions with compiling, and if a more efficient method is discovered some time in the future, this may not hold true. But for now it's the only way to do it.
I'm going to win for sure!
Good lord. Don't do it, man!