Jump to content
The Dark Mod Forums

Recommended Posts

Posted

I suppose you could extract female face textures from the core mod and add some wrinkles, make a skin and a custom head.

 

Not as good solution as an real old woman head, though, but at least you get something.

 

Examining the Golden Skull .pk4 shows the head def/skin/material files and setup for a custom female head (usez on Emily).

Clipper

-The mapper's best friend.

Posted

We are unfortunately short on old people - there are only two heads for old men, and no models or heads for women.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I suppose you could extract female face textures from the core mod and add some wrinkles, make a skin and a custom head.

 

Not as good solution as an real old woman head, though, but at least you get something.

 

Examining the Golden Skull .pk4 shows the head def/skin/material files and setup for a custom female head (usez on Emily).

 

You could also reduce the colour intensity in the material files of the hair to make it gray. If it should be an eldery lady and not the hunchbacked wench, I believe it would be enough. If you want to change the posture and maybe add a new set of vocals it will take more work.

Posted

I made an elderly noblewoman and a middle aged wench. Rummage around in my Necrobobicon thread.

 

I'm available to make more skins based on requests.

@Spring is now part of the mod in SVN..?

bhm_banner.jpg

Posted

Springheel: I could use these character heads in Penny Dreadful 3 (probably coming somewhere in early 2016). If you can find time to add them to the next TDM version, that's nice; otherwise, I'll experiment on my own. :)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I'm pretty swamped with TDM projects right now.... If someone felt up to creating the material files for those new textures, that would speed up my ability to check them out in game.

  • Like 1
Posted

I didn't get to changing the the locals to TGA or the diffuse to DDS nor did I merge the alpha channel texture with the diffuse

but I put all the textures into their respective folder paths and created the material defs.

 

https://dl.dropboxusercontent.com/u/17706561/Old_Woman.zip

 

I'll continue working on those additional tasks tomorrow if needed.

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

How do I use them? I renamed the ZIP to a PK4 and added it to my TDM folder, but the new resources don't seem to appear among the assets.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Oh! I don't quite understand that fully, but if you could do that, it would be great. (Hopefully!)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I lost steam last night. Kept dozing-off trying to sort this out.

 

I should've known it was rather blithe to say "just make some skin defs now".

 

You need to figure out which of these materials go with which models so without lots of trial and error or trying to look at surface info in-engine, etc...

the best person to make these skins would be Springheel or Arcturus.

(If I had LightWave I guess I could open the AI and know right away what materials go to which.)

 

Unless there is some wiki where the materials \ model relations for AI are spelled out more explicitly somewhere?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

I made a skin for the old woman, but something is definitely not right. Could be the normalmap? I don't have time to try and track down the problem right now.

 

I'll attach the skin and head def for easier testing.

 

entityDef atdm:ai_head_noblewoman_old
{
"editor_usage" "Neckline makes this fit noblewoman model only."
"inherit" "atdm:ai_head_base"
"model" "head_noblewoman"

"ko_alert_immune_state" "5" //cannot be KO'd when in Combat
"skin" "noblewoman/old_head"
}

 

skin noblewoman/old_head
{

model head_noblewoman

models/md5/chars/nobles/noblewoman/nobletop models/md5/chars/nobles/noblewoman/nobletop_old
models/md5/chars/nobles/noblewoman/noblehead models/md5/chars/nobles/noblewoman/noblehead_old
}

post-9-0-18941900-1448209280_thumb.jpg

  • Like 2
Posted (edited)

I lost steam last night. Kept dozing-off trying to sort this out.

 

I should've known it was rather blithe to say "just make some skin defs now".

 

You need to figure out which of these materials go with which models so without lots of trial and error or trying to look at surface info in-engine, etc...

the best person to make these skins would be Springheel or Arcturus.

(If I had LightWave I guess I could open the AI and know right away what materials go to which.)

 

Unless there is some wiki where the materials \ model relations for AI are spelled out more explicitly somewhere?

 

Well, while working on my ghosts I also had to look up quite a lot of materials for each skin. I discovered that the easyest way is, to check the md5mesh file. There you can find each material used for the basic model (just search for "mesh {" (the curly brace is necessary, because in the beginning mesh is quite often used) and you will find each entry). Most entries are quite self explanatory, so it is not too hard to figure out, which mesh uses which material. In the skin file you can then redefine each material you want to change. If you want to leave the material no entry is needed.

Edited by Destined
  • Like 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • JackFarmer

      Happy Labour Day, my taffing taffers & hard working mapping friends!
      And remember the poor souls who, within the Inventors’ organization, labor under Jonus’s yoke to ensure the success of that very guild! Always remember the hard workers!
      · 2 replies
    • datiswous

      Is there a script command to make a screenshot?
      I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.
      I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?
      · 1 reply
    • Bikerdude  »  Display Cement

      So what type, and what ratio of portland to sand 😏
      · 1 reply
    • JackFarmer

      Our esteemed professional mapping predecessors from 20 years ago faced the same challenges we do today!
      · 2 replies
    • snatcher

      TDM Modpack 5.1 is out!
      · 0 replies
×
×
  • Create New...