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Kenshi

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Post by TKVNC »

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Decided that this game needed Sashimonos. Might edit the texture a bit more, but it's a proof of concept, mostly.

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Holy Nation party
Last edited by TKVNC on September 24th, 2024, 20:31, edited 2 times in total.
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Rigged the female version, and changed the texture a little, added a normal map too.

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Post by DagothGeas5 »

TKVNC wrote: ↑ September 25th, 2024, 21:18
Image

Rigged the female version, and changed the texture a little, added a normal map too.

Image
What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
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Post by TKVNC »

DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.

I use a PaintDotNet plugin 'NormalMapPlus' for my Normals. I'll be honest, I really don't like GIMP - it's only 'saving feature' if you can call it that, is native TIFF/TIF editing, but for a lot of games, it doesn't even matter.
Last edited by TKVNC on September 25th, 2024, 21:29, edited 1 time in total.
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Post by DagothGeas5 »

TKVNC wrote: ↑ September 25th, 2024, 21:28
DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.

I use a PaintDotNet plugin 'NormalMapPlus' for my Normals. I'll be honest, I really don't like GIMP - it's only 'saving feature' if you can call it that, is native TIFF/TIF editing, but for a lot of games, it doesn't even matter.
Thank you, will look into PaintDotNet then, I only know of Gimp and Krita after moving away from Photoshop a long time ago, will be interesting to learn something new once I will have the time.
Thank you for sharing your work by the way! I don't really know the lore behind the use of the banners in real life, but they give a certain feel to see in action through the screens, something I can definetly see the samurai faction using (can't recall the name presently, it's the ones that has the guy with Tengu in the name as a leader).
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Post by TKVNC »

DagothGeas5 wrote: ↑ September 25th, 2024, 21:54
Thank you, will look into PaintDotNet then, I only know of Gimp and Krita after moving away from Photoshop a long time ago, will be interesting to learn something new once I will have the time.
Thank you for sharing your work by the way! I don't really know the lore behind the use of the banners in real life, but they give a certain feel to see in action through the screens, something I can definetly see the samurai faction using (can't recall the name presently, it's the ones that has the guy with Tengu in the name as a leader).
The Banners - they're called Sashimono in Japanese, and are basically the same as Heraldry in Europe. The general premise is to make it possible to see who is who.

Often every single Soldier of the same rank (normally something like Ashigaru) would wear the exact same banner.

As for Kenshi - the United Cities is the Faction that fields Samurai in large numbers, I'll probably make them some Sashimono when I get around to it - the Holy Nation armour is actually just Samurai Armour anyway, just a different type.
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Post by rusty_shackleford »

DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
TKVNC wrote: ↑ September 25th, 2024, 21:18
Image

Rigged the female version, and changed the texture a little, added a normal map too.

Image
What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
TKVNC wrote: ↑ September 25th, 2024, 21:28
DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.

I use a PaintDotNet plugin 'NormalMapPlus' for my Normals. I'll be honest, I really don't like GIMP - it's only 'saving feature' if you can call it that, is native TIFF/TIF editing, but for a lot of games, it doesn't even matter.
https://github.com/HugoTini/DeepBump
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Post by TKVNC »

Will take a look at it now; could be interesting. Anything that helps with Normals gets a +1 in my book, since they're a menace to make.
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Post by TKVNC »

More Kenshi madness.

Almost done cleaning up all my Mods, then I'll upload them.

I redid the UV's on every single weapon since half of them were broken; and I made a few new skins, replacing the previously bland Meitou with Embossed Leather, and Ivory.

Holy Nation ones are new ones made specifically for the Holy Nation, as part of the larger mod for them I made.

*These are taken directly from Blender and don't have the games post-processing on them.

Reskinned Meitou, and Edgewalkers 1, 2, and 3
Image

New Skins for Holy Nation Weapons
Image
Last edited by TKVNC on September 26th, 2024, 20:58, edited 1 time in total.
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It's a slow process, but I'm working may way through. Cleaning up all my old mods.

Left is an original face from Kenshi, Right is one of the (currently) 15 new faces (210 in total factoring eye colours)

Image

Bonus, one of the faces with a black eye

Image

I should probably make my own thread... I've stolen this one for now.
Last edited by TKVNC on September 28th, 2024, 20:53, edited 2 times in total.
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One of the new faces in game - remade the Normal for the faces; didn't deviate much from Vanilla - and same for the Diffuse, I kept it as close to the games aesthetic as possible, just with more fidelity, and 14 Eye Colours per face. European colours only. 3 Blue, 4 Grey, 3 Green, 4 Hazel

Female faces are done, and in game now, there's 210 of them; Male next.

Without my Reshade
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With my Reshade
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Post by TKVNC »

I added all the faces into the game: 15 for Male, 15 for Female, with 14 Eye Colours for Greenlanders, and 1 for Scorchlanders for a total of 450.

However... I realised that while this was good for Diversity, and Customisation -- with each texture taking up 3mb of VRAM - it added up to 1.3gb of VRAM; which was a little excessive.

It was playable, but a little slow at times, and did occassionally cause crashes because of memory overuse.

I decided to just trim down the Colours, from 14 per face to 3 - this reduced the VRAM usage to roughly 400 MB - if EVERY face was being used.

Which is a lot better.
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Post by TKVNC »

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These were the Eye Colours, but now I'm only using:

Blue (middle)
Green (middle)
Hazel (bottom right)
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this thread is incredibly autistic
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Post by TKVNC »

asf wrote: ↑ October 4th, 2024, 18:34
this thread is incredibly autistic
Yes
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Post by TKVNC »

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Male faces

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Burnt faces have Masks so skin tone doesn't change the burns.
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Post by TKVNC »

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More WIP, Men-Yoroi optional Samurai equipment, and a version of the Armour with Sode style shoulderguards instead of the smaller Pauldrons.

All rigged and in game, but Blender just looks nicer.

I've reworked all the Samurai Helmets too, so they're now actually the proper height on the head, scale reworked accordingly, and eye holes are now holes - there's also faceless versions too.

Image

Oh, they all have nice new chin straps.
Last edited by TKVNC on October 14th, 2024, 11:56, edited 1 time in total.
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Post by TKVNC »

Almost there...

Shek Goat Eyes

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Female Shek Faces
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Male Shek Faces
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Post by TKVNC »

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Distracted by other things, but back to it, sort of.

Finally getting round to doing a Hiver version of the mail (they don't use the normal mesh/texture).

Image

I never thought to show anyone what the originals looked like, so, here is a look.

Almost there with the Hiver texture, normal to come later.

Image
Last edited by TKVNC on December 19th, 2024, 22:18, edited 2 times in total.
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In game now

I forgot that there were Rusty, and Blackened versions of it, so I've made them too

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Last edited by TKVNC on December 22nd, 2024, 11:05, edited 1 time in total.
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Rigged all the Hive underarmour, made retextures / minor mesh edits to the ground meshes (thanks to JaxiPaxi of https://steamcommunity.com/sharedfiles/ ... 3263005742).

Just need to make icons for the Hive gear, then realistically - Under Armour Edits is ready for public (re)release.

Fixed the errors with my skin maps for my face edits too - so that's ready to go as well; same is true for my weapon reskins and UV edits. Holy Nation mod needs some cleaning, and I'll get the Samurai armour out soonTM

Image

Hiver Icons done
Last edited by TKVNC on December 22nd, 2024, 17:42, edited 1 time in total.
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Finally got around to making a mod to remove % female chance from almost all Soldier / Mercenary / Guard / Bandit lists.

In the process of cleaning it up; can't promise it will be fully compatible with big mods like Reactive World, but I've not had issues - most likely it'll just spawn some women, if anything.

Kenshi is surprisingly modular.

Going to upload the faces mod soonTM
Last edited by TKVNC on December 29th, 2024, 10:04, edited 1 time in total.
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Post by Element »

DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
What do you use for the normal map if I may ask?
Few things mentioned already, but I thought Id just bring up this: Materialize
Open source, does a bunch of maps including ao, height, metallic, normal etc.
Caught my eye since Uncharted Collection used it to generate extra maps for the original textures. Windows only but it ran ok on wine when I tried it last year, albeit seemingly more resource hungry
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Post by DagothGeas5 »

Element wrote: ↑ December 29th, 2024, 12:48
DagothGeas5 wrote: ↑ September 25th, 2024, 21:23
What do you use for the normal map if I may ask?
Few things mentioned already, but I thought Id just bring up this: Materialize
Open source, does a bunch of maps including ao, height, metallic, normal etc.
Caught my eye since Uncharted Collection used it to generate extra maps for the original textures. Windows only but it ran ok on wine when I tried it last year, albeit seemingly more resource hungry
That looks incredibly useful, thank you for sharing! :heart:
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Post by TKVNC »

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More random WIP images

Made a Sōhei Zukin (Ikkō-ikki Monk Hood) for the Holy Nation, going to give it to people who aren't using their factions helmets.

*One accent justifies another.
Last edited by TKVNC on January 4th, 2025, 14:07, edited 1 time in total.
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New and improved.

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It's been improved again.

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Patrol with the hoods.
Last edited by TKVNC on January 4th, 2025, 21:23, edited 2 times in total.
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Female version rigged.
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Post by DagothGeas5 »

TKVNC wrote: ↑ April 25th, 2025, 22:30
Shillitron wrote: ↑ April 25th, 2025, 22:18
TKVNC wrote: ↑ April 25th, 2025, 16:05
You simply have the rig scale accordingly, Nords in Morrowind were just 'longer' i.e taller than Imperials, and the whole rig scaled accordingly. Meanwhile, in Kenshi, each part of the rig scales individually, so you can have longer or skinner arms by virtue of the skeleton simply 'stretching' the polys of the m
Can you explain how rig scaling works?

Do you mean Scaling by X, Y, Z or having individual bones scale? That would tear your mesh.
It's literally what you said.

You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.
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Post by TKVNC »

DagothGeas5 wrote: ↑ April 25th, 2025, 22:34
TKVNC wrote: ↑ April 25th, 2025, 22:30
Shillitron wrote: ↑ April 25th, 2025, 22:18


Can you explain how rig scaling works?

Do you mean Scaling by X, Y, Z or having individual bones scale? That would tear your mesh.
It's literally what you said.

You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.
I would assume it's primarily an engine problem. But that's not really the answer that makes the most sense, because you can add scripting to an engine to make it do other things.

I would simply assume it is because Bethesda never wanted it in their TES games, so they didn't add it. They can do it, FO3 and FO4 etc. are prime examples that they can do it.

For what it's worth, and the most likely explanation - they never thought of a good way to make players 'heal' from a dismemberment, so it would ruin gameplay, perhaps?
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Post by Oyster Sauce »

TKVNC wrote: ↑ April 25th, 2025, 22:58
DagothGeas5 wrote: ↑ April 25th, 2025, 22:34
TKVNC wrote: ↑ April 25th, 2025, 22:30


It's literally what you said.

You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.
I would assume it's primarily an engine problem. But that's not really the answer that makes the most sense, because you can add scripting to an engine to make it do other things.

I would simply assume it is because Bethesda never wanted it in their TES games, so they didn't add it. They can do it, FO3 and FO4 etc. are prime examples that they can do it.

For what it's worth, and the most likely explanation - they never thought of a good way to make players 'heal' from a dismemberment, so it would ruin gameplay, perhaps?
Skyrim has decapitations