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Demonwise

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  1. Boy howdy, I can see what you mean about waxing masochistic on this. For your effort I will say that I very much like the pose changes. I see sometimes in games where you have full body portraits of characters to represent them in game but then perhaps for simplicity or perhaps for other reasons there is minimal difference between poses or between each character and their poses. The face will always be the best canvas to convey emotion but if your going to make a game that gives you sight of a character's full body why would you stop at the face? Body language can add so much more to showing the emotion or thoughts of a character. I applaud you for going the extra mile in these efforts. I don't know what the sentiments of others will be but know that at least one person really appreciates your hard work.
  2. Well considering that the game will likely be modded anyway I suppose his/her monetary windfall will be short lived. That said, taking a straight rip of the game assets and selling it, which is exactly what it sounds like he/she is doing is not only straight up illegal it a super asshat thing to do. Granted humanity is rarely lauded for it's good traits so this sort of thing probably shouldn't surprise anyone.
  3. Ohhh, that cameltoe! That puffy pussy! "Yes I'd like to order one pussy puff pastry please... to go." Excellent work as always. Thank you.
  4. Using existing known methods for editing the meshes for the game I have tried to look into messing with the creatures. The weird thing is that when you open up the mesh file in blender it doesn't show up with anything. Like there is nothing to edit, there is no mesh. This may be with a way the LSLib Toolkit import/export tool handles the conversion between DAE and GR2 files or it may be a unique way the game handles the creature meshes themselves. I don't know. In either case, it may be related to why we don't see more creature-based mods.
  5. Hmm, from my experience I can't recall when I have ever seen game textures out-of-the-box in tga format. Granted the dds format being largely a thing that Nvidia brought about probably lends a bit to it's prolific use but also the fact that you can get some pretty extreme compression out of the files. Generally most game makers want to make the game as small as it can be without loosing quality in the files themselves. Hence the reason for texture compression with dds format. Don't get me wrong, I would be all in favor of tga or png since I have a lot of hard drives and space to spare but I just don't see the same level of compression with those formats and most people wouldn't want a game like Skyrim or Call of Duty installed with uncompressed textures. All that aside, another merit for using tga or png is just the ease of use. It is pretty annoying to have to use dds when you don't have to. I can't even count the number of times that I have saved a texture for a bathesda game in the wrong dds format. BC7, BC5u, DTX5, DTX3, DTX1, dang it gets really confusing.
  6. Oh, yeah, no worries. Yeah, between irfanview to view and save in various file formats and the Nvidia Texture Tools Exporter dds plugin for Photoshop for saving the final dds files, I have no problems. My issue is still figuring out the whole repacking thing. I don't have the art skills to redraw the characters like you have been doing. I've been using an ai generator to strip the characters and make modifications. That said, seeing my own work, I do like your results better.
  7. Sorry, this may be a nutty question but why use the tga file format at all. The game files are are in dds format and if you want transparent alpha layers in a non-dds format why not use png format? I have been making some edits of my own but I only cycle between png and dds although I don't use an alpha layer.
  8. As I realize it will likely be a lot of extra work, please take my opinion with a grain of salt. I would suggest having versions of the packs in BOTH OK as well as standalone. There will always be players who won't or can't use OK for any number of reasons. They will greatly appreciate the standalone packs. Vice versa, there will be those who love the realism and variety that comes from using OK and they will appreciate that option as well. There is also the issue of technical dependence upon another mod. If OK ever breaks for any reason, like for example, a major game update, or if the developer stops supporting it. Then you have effectively half of all your hard work nurtured and unable to be used.
  9. I never saw any of the Pokémon mods but I suspect that Nintendo would have destroyed them anyway even if they hadn't charged money for the mod. Even if the models were 100% crafted by hand by the modder, the "likeness" of the models would have still likely stepped over the grounds of intellectual property infringement. Nintendo is extremely possessive of their brand and they ruthlessly go after anyone or anything that they feel will tarnish their brand. There is also a area of of intellectual property and law as it concerns brands. If Nintendo were to allow anyone and everyone to make any sort of spin-off of Pokémon under the sun then there is a risk of 'diluting' their brand. If a brand becomes diluted too much then their authority over it can be called into question. Nintendo wants to permanently hold the iron grip over all of their ip and they don't want to risk ever having their authority over it called into question which is why the decimate and destroy all fan-made merchandise or mods. It's really sad though, they go waaaaay beyond what is necessary to protect their brand name and ip. Don't get me wrong, Pokémon is great but Nintendo as a company is pretty shitty.
  10. Don't ask me, ask the moderators. Maybe try a dm rather than posting out in the open. I don't know, I don't really mind what you do but I am just trying to help save you or anyone else from running afoul of the moderators.
  11. Well... I kept flailing around in blender and came up with something... I found a female player model buried in the folder tree that looks much more detailed and is much closer to a 'nude' model. Downside is that it has a generic bald head. So I took the other player model with the default outfit and snipped out all the vertices of the outfit that I didn't want, snipped off the head of the 'nude' model and came up with a bit of a frankenstein-ed monstrosity/masterpiece. I like how I was able to keep the arm bands and boots. Kind of gives the appearance that the farmer is a nudist but a practical one. Like, "I don't want to wear clothes but I also understand that my feet will rot off into stumps if I don't wear shoes." You know, that kind of nudist. Lol. This sadly, may be as far as I go. I am still very much a novice when it comes to 3d moddeling and blender. I don't know if the skeleton is right, the textures line up or if it is even a problem to have a disembodied head 'glued' to the top of another model. Lol. So I will share what I have along with the blender file and if anyone feels ambitious enough to pick this up and finish it or if someone just wants to use it for inspiration go right ahead, more power to ya. NudeFarmerPotential.blend
  12. True, I did see that mod. With all due credit to the author I was hoping to see a mod that was not behind a paywall. I might have even paid for it if the mesh had been reworked. It appears though that it is only a nude skin.
  13. I was faffing about trying to discover and unpack the player and npc models for the game. Primarily for two reasons. First, would be to potentially edit the textures. That would be neat because we could make the model outfits match the skimpy portraits that are floating around in this thread. Otherwise you could just go full nudist colony... Second reason would be to modify the base mesh. I have been on the fence going back and forth on whether this is even worth it due to how small the characters are on the screen. One would have to make some pretty dramatic edits to the body mesh to make any changes appreciably noticeable in-game with the camera being such a distance away. A significantly bustier version would be the first change I would make. After that I would investigate the idea of making a thiccc character/npcs. Sadly, I have had no luck so far. Update: The real confusing thing about the models is the player model. There are a bunch of models associated with the player and it is hard to say if just one of them needs changing or all of them. I don't know enough about the engine to say for sure. I will say that it is interesting and helpful that it appears that the meshes are comprised of many different groups of vertices for individual components of the overall mesh. Makes deleting them pretty easy without getting large gaps in the mesh. That said I am really, REALLY, not a 3d modeler. If I have a base nude model its one thing to just edit that but to try and make a nude model from a clothed one... well that is a different matter entirely. On a funny note: when I looked at one of the player meshes it looks like the body is of such low poly count that the hands aren't even hands. The look like your wearing mittens! No fingers! Just a nub of a thumb and a thick flapper of a mitten.
  14. Wonderful! Love your mods. Thank you for sharing this with the community. Keep up the good work.
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