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Actually, this is my first mod with 3D Models. The earlier models are indeed lower quality - but if you like them, feel free to keep using them. :)
I'm unlikely to revisit this mod for now, since I'm a lot more busy nowadays.
Have a good one. :)
Hm: do you happen to have both the WOTC and Vanilla versions of this mod installed?
If so, you need to unsubscribe from one (simply disabling the other in the launcher isn't enough, I think).
If not, maybe you need to unsubscribe/resubscribe to redownload the files.
Not sure how to fix, but hopefully one of the above two will help.
In the description, I state "..based on Skyrim, Star Wars....[etc.]".
For example, the mask for the Dovah Helm was heavily inspired by Darth Vader.
Have a good one. :)
Glad you like it!
At the moment, not been focusing on modding since I recently got a job, sorry - but feel free to look at the tutorials I've linked in the description and try it yourself.
I only used free programs to make this, and the first helmet in this mod came about after about a month (and the rest followed more quickly). 3D Modeling takes dilligence, but it's not as hard as it looks as long as you get references (both other 3D Models to act as guidelines, and videos to act as tutorials for what you're trying to accomplish).
Sorry - it's kind've come to a halt since I got a job, sorry. :\
Yup - some folks think the horns are quite goofy,.
Personally I like 'em, and if some folks do then it's worth it!
Uncertain. :)
@RacingM3GTR
Sorry about that - did the change notes update for the vanilla version, but missed it here. Fixed it (and it's in the description - got it there, but forgot to do it in the log).
Check the pictures, too.
Won't have all hair visible, but the back parts of the hair will be visible (so ponytails might clip, but simple haircuts should be fine).
This was done via archetypes, so mod filesize shouldn't increase noticeably.
If you want to remove certain helmets or helmet variants, simply comment out the lines in this mod's XcomContent.ini related to the helmets you want removed.
You should be able to find this file like so:
steamapps/workshop/content/268500/1124260414/Config/XcomContent.ini
If it helps: the .upk name for this mod is "DerejinArmorPack" (was originally planning to add armor to this, but decided to make that separate mod).
That said, this mod's primary .upk file still has that exact name, so I doubt that's the missing file, but maybe that info will help.
Thanks anyway. I was confused thinking 'what the hell does this have to do with armor?', since all I see today when I search was about your helmets. This gives me a glimpse of what's going on. Plus, thanks for the enjoyable mod, too!
If you did not unsubscribe, I imagine it should have updated cleanly without causing issues. Did you unsubscribe from this mod at some point between starting your campaign and now?
I cannot remember if there was such named mod because as I said it's been a while since I listed my mods, and I'm all more confused since I've known the campaign itself was loadable even without prior applied mods, at my own risk. It just does not load, both with and without aiding mods like 'Ignore Missing Content' or 'Remove Missing Mods'. I highly presume the buggy xcom2 itself to be the culprit, but just let me know if you have the least idea on what I'm getting through. Thanks.
It's not a big change - the helmet's just a little bigger than before.
I'd recommending doing what Yamino Takamaru stated. I can try to dig through my recycle bin if that doesn't work, though, but I have a lot of copies in the trash that I've yet to clean out so I'd have to find the right one. XD
Link in the description of the mod. Go check it out!
Probably will be done for the day - maybe.
Put in like 12-13 hours on modding today. @_@
https://drive.google.com/open?id=0B23ooTXNy9x4dXIyQ25tMm5HclE
I'm making the vanilla version first, then porting it to WOTC before release, then both come out about as simultaneously as I can manage it. :)
Want to post another update this morning as well:
got the arms mostly done. Had to do a lot of iterations to get the sizing right on the shoulder area, and some ideas sprang to mind about how that might go smoother in the future (too late for this one, though, already mostly done).
Legs & shoulders left, plus some updates to helmet(s).
Regarding spelling: it's curiosity.
"curio",as in something curious, or a specific curio - a curious object
And "-sity" - having the element(s) of.
In other words, curio-sity: having the element(s) of curiousness. Since this typically is used for living agents, it refers to a person or animal's aspect of curiousness - i.e. their curiosity. :)
I'd highly recommend just using Google for spellchecking, too, if you need it!
Started on female torso. Hopefully the hardest part's over.
https://drive.google.com/open?id=0B23ooTXNy9x4bHd4NDI3S3c0NTA
Animates fine. Look alright to you guys? Tried to compare it to vanilla kevlar 1 for proportions.
I'll also probably have to work on shrinking helmets for the female model, since they look a bit awkward.
-Started updating this mod a bit: gave Ebony 01 and 03 the Tinted Lights variation, re-creating the Blue/Red lights (in case you want to use 'em with other armor types without secondary color causing weirdness), re-imported Ebony 02 with fixed settings (looks better now), changed up mod names, and separated the Armor set into a different mod named Ebontech Armor.
Also made a Tinted Light version of Dovah 02.
Still have to make the female version of Ebontech, but it took about 6 hours to get the above up and running - lots of weird issues popped up when separating the armor from the helmet mod, plus I had to re-create the blue+red versions of Ebony 01+03 (and the regular Dovah 02 blue).
This mod's name is going to change to Derejin Helmet Pack, by the way, when I release Ebontech Armor.
Hopefully won't be too hard creating the female version of Ebontech!
-Made a non-tintable version of the cape.
-Fixed the shoulders to use override materials rather than two separate meshes (just shrinks filesize clientside). Couldn't figure out how to do the same for the cape, though.
-Updated materials and textures for each piece of armor so all their lights now obey secondary color.
-Update leg textures and UVs to give additional UV space to belt section.
Unfortunately, RacingM3GTR, that didn't seem to effect the shadows at all - that's just how the shadows render. :\
Checklist for launch:
-Update Ebony helmet 01 and 03 textures and materials so their lights do the same as the armor does right now
-Create female version of the armor
-Repackage the armor set as separate mod (did so much work on this armor set I want it to be a separate mod: plus, it seems a bit of a trend that people tend to skim past packs moreso than singular items. Plus, hey, worked for Stenchfury)
-Test w/ WOTC
-Release v1!
Yup, could make a version for primary and for embellishment color.
Regarding jagged shadows - good eye.
I'm not sure if it's entirely my fault, but the problem may be stemming from the UVs on that section of the torso. If that's the case, then yeah, it's my fault.
Since the bags will be there and casting shadows on 'em, that makes it kinda important to try to fix that, so I'll try to do that soon. Will have to re-tex the legs a bit, but hopefully won't be too hard.
If the emissive is going to be controlled by the secondary color, making the cape the secondary color might not be such a brilliant idea.
Also is there anything you can do about the jagged shadows under the back pouch? I reckon with dark colors it won't be as noticeable, but with brighter ones it does stick out a bit.
Take a look: working cape!
https://drive.google.com/open?id=0B23ooTXNy9x4QzE5cTQ2RVpVdVk
Quick question:
Should I make the cape match the embellishment (ebony/silver/black sections), the secondary color, or the primary (as it currently does)?
It's not done 100% yet (should have a separately colored section on the bottom, and I need to fix the top of the mesh to be closer to the torso), but finally figured out all the moving parts necessary to make custom physics stuff! I think!
Been working on a cape, actually. Managed to get it in, and obeying physics, but it looks like I'll need to re-do some of the bones, fix the UVs, and other stuff. It's going to be a simple copy of the advent captain's cape for now (but with custom colors - and once I get that working I may try to make more complex physics stuff), but it's close.
Hopefully once the cape's done I can update the other prop materials to use the new secondary color for their lights, then convert the armor for female, then release v1.
Once V1's out, what would you like me to focus on, by the way?
=More accessories (bandoliers, capes, complete the faulds, etc.)
=Roughed up version
=More shoulderpads
=Other?
And YaaY for customizable lights~
=Copied textures (other than camo) and material functions that it was dependent upon, pasted them and the material into my .upk (was cause of first error)
=Fixed references in my version of the material to the copied versions
=Ensured name was the exact same (intially tried to rename it, but doing so causes it to disobey Primary and Secondary color ingame, but not in the editor - very confusing, was second error but not explicit)
=Messed with nodes
*Emissive now obeys secondary color.*
Take a peek. Red lights from just swapping the secondary color. (new mat is just on this torso so far)
https://drive.google.com/open?id=0B23ooTXNy9x4RDd5cWlEN0tmRjQ
Going to bolster the light strength as well.
Benefits of being a programmer, praise the Lord. Also helped by taking a peek at AMH1 from Stenchfury's armor mod, since he seems to have done the same thing to personalize SoldierArmorCustomizable_TC as well.
Using the emissive switch for the MSK alpha channel disables the lights from obeying the secondary color, sadly.
However, I'm going to try to create a copy of the armor material SoldierArmorCustomizable_TC. I think I see a way to apply secondary color to the emissive color by adding another parameter.
-Finished the bags, and did a lot of polishing on the waistline.
-I think I figured out how two-tint works!
#1. The blue channel of the "MSK" texture contains tint information for the primary color.
#2. The alpha channel of the "MSK" texture contains metalness, emissive, and/or the second color tint.
I have been using the alpha of the MSK texture to act as the metalness+emissive channel.
But I stopped using the metalness switch anyway, so with this new info:
-I can get the lights to obey the secondary color (like Icarus armor, from the Alien Hunters DLC). Reduces variants while increasing customization options.
-I can assign areas that I don't want lit up a second material that just uses a different alpha channel on the mask, so they obey the secondary color.
If I'm correct.
Yet to dive in fully, but everything's starting to make sense now, and I'm going to mess around a bit tonight.
I've sent a friend request to him before, but (likely) he ignored it, and since he's so popular it's probably with good reason. :P
That said! I have downloaded his Warden gear, so I'm gonna make a note for myself to load up his mod's .upk and take a gander at some of the textures and materials to see if I can spot something I've missed.
Or you could do what the Reaper torso decks did and just make the bags a certain color.
I wish I did know - again, yet to figure out two-color tint. Google searching yields nothing, either, and studying the texture for something that does work with two-color tint didn't really yield much.
If you know any resources that point out how that works, I'd be glad to give that a shot.
Otherwise, other than primary, I could make it ignore tint.