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Making female characters wear heels

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3 years 2 months ago #2130 by Copy-Cat
OK, 1:00pm my time. My next day off is Thursday. Let me figure this TeamViewer out and we can meet up on there. Will post meeting ID on here, all are welcome.

TeamViewer Version 15.14
Let me know if that will work for you.

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3 years 2 months ago #2131 by mobiuscenturion

Copy-Cat wrote: OK, 1:00pm my time. My next day off is Thursday. Let me figure this TeamViewer out and we can meet up on there. Will post meeting ID on here, all are welcome.

TeamViewer Version 15.14
Let me know if that will work for you.
 

Yeah I can meet this Thursday, but what is 1:00pm your time in EST (my time zone)?

And remember, I can't use cam or microphone so it's just text, so I hope that's good as well.

Also while I'm definitely willing to meet up, I don't know what may come up (e.g.. if I gotta see patients, got class, etc.) so God forbid I can't meet, remember that I'm asking you to replace all female bodies and shoes with Linda's while keeping their respective heads (i.e. option #2 in your last comment). And I'll deal with the texture discrepancies.

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3 years 2 months ago #2132 by Copy-Cat
according to google, 1pm cst is 7pm utc, so as early as 3:00pm utc which is 9am for me.

Teamviewer has chat. TeamSpeak has chat. Since it is an open invitation I figure everyone can use the TeamViewer option.

We can knock out the models when we meet up, at least to a point where you can begin work on the textures and I can begin to apply hit detection, and paint weights. After this meet up we can discuss any UV mapping corrections, tweeks, and/or polygon modifications you may have.

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3 years 2 months ago #2133 by mobiuscenturion

Copy-Cat wrote: according to google, 1pm cst is 7pm utc, so as early as 3:00pm utc which is 9am for me.

So....we meet 7pm UTC?

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3 years 2 months ago - 3 years 2 months ago #2134 by Copy-Cat
Yes, 7pm UTC.   1pm my time.

The current time is 1am when I created this post, so it should be 7am for you.

Quick question: Are you going to create new textures or use existing ones?
The reason I ask is because if you are going to create new textures, then ya might want to take a look at the current UVs for Linda's Body and start planning at least a UV scheme (drawings will work) with some reference images. Remember that Swat3 is an old game and was put together rather quickly. The UV's are not optimized for hi res textures and the models are very low poly. The textures are 256 x 256, with the LRM the textures can now be up to 1024 x 1024, but I recommend 512 x 512.

To give you an idea of how low poly the models are, Linda's model has 812 polys; I just exported a model for an upcoming map and it has 7,000 polys. The head alone has 1,500 polys.

Let me know if you are going to create new textures so I can post the current UV's so you can plan and we can make the adjustments before the copy and pasting of heads begins.

In any case, start thinking of changes to the base model if any you would like to make, and dont forget that there are some medium to heavy set FH1 models that the Head swap is not going to work.

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3 years 2 months ago #2135 by mobiuscenturion

Quick question: Are you going to create new textures or use existing ones?


Use existing ones. Any discrepanies like skin tone I use Pixlr to lighten or darken as the case may be.

The textures are 256 x 256, with the LRM the textures can now be up to 1024 x 1024, but I recommend 512 x 512.


That reminds me of a website that uses AI to upscale. I tried with some character textures in the trial and it looks good. I'll share them if I decide to buy a subscription.

In any case, start thinking of changes to the base model if any you would like to make, and dont forget that there are some medium to heavy set FH1 models that the Head swap is not going to work.


You mean like the ones with ponytails? In that case, can you do option #1 (move Linda's skirt and legs to the FH1 model in question)?

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