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#11
Mods / Re: How create new missions?
Last post by BentonGrey - January 31, 2026, 03:24:37 AM
Awesome, thanks RD! 
#12
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by Randomdays - January 31, 2026, 01:42:40 AM
Hanna Barbara's Funky Phantom

A Scooby Doo Clone from 1971. Three kids and their bulldog stop at  an abandoned house during a storm. Seeing the time on a stopped granfather clock was wrong, they set the time to midnight, releasing a colonial era ghost and his cat. The two ghosts then team up with the kids to solve mysteries.

April - skin and mesh - cranlox. rigged to female basic

Augie and Skip - skin and mesh by Cranlox. rigged to male basic.

The Funky Phantom - body and skin by Cranlox. Head and hat from an stl. Rigged to male-basic

Boo the Cat- body from a NWN2 import. Head and hat from an stl. Rigged to the domestic cat armature and keyframes from Wildlife Park 2 by Deep Silver.

uploaded to classic cartoons. Mainly for FFvt3R

#13
Freedom Force Discussion / Re: Digital Dioramas
Last post by Randomdays - January 31, 2026, 01:39:15 AM
Hanna Barbara's Funky Phantom

A Scooby Doo Clone from 1971. Three kids and their bulldog stop at  an abandoned house during a storm. Seeing the time on a stopped granfather clock was wrong, they set the time to midnight, releasing a colonial era ghost and his cat. The two ghosts then team up with the kids to solve mysteries.

Grandfather clock - models resource

April - skin and mesh - cranlox. rigged to female basic

Augie and Skip - skin and mesh by Cranlox. rigged to male basic.

The Funky Phantom - body and skin by Cranlox. Head and hat from an stl. Rigged to male-basic. Alpha applied

Boo the Cat- body from a NWN2 import. Head and hat from an stl. Rigged to the domestic cat armature and keyframes from Wildlife Park 2 by Deep Silver. Alpha applied

Uploaded to the Dioramas Folder






#14
Mods / Re: How create new missions?
Last post by Randomdays - January 30, 2026, 05:47:34 PM

New map objects aren't as hard as usually they're not animated, though I did a few that were like a spinning merry go round ride. I've got tutorials up on how to import an existing object or character from another game and sizing it up and getting it into FF or FFvt3R

https://www.freedomreborn.net/forums/index.php?topic=55261.0

https://www.freedomreborn.net/forums/index.php?topic=60677.0

https://www.freedomreborn.net/forums/index.php?topic=61419.0
#15
Mods / Re: How create new missions?
Last post by Randomdays - January 30, 2026, 05:47:18 PM
For a custom head you would need Blender, 3DS Max, or another program that can change the shape of the nif. If you look at a head nif in nifskope, you see that the nif has 3 parts - an animated head, a background square, and a front frame to look through. Like a regular character nif, the head has bones in it tied to a kf file to animate it, in this case built into the nif instead of as a separate file - it appears to be a simple animation in a loop.

Using Libety Lad as an example, the head nif has two textures - the skin used for the character nif and a separate skin for the animated mouth. It appears that for some of the characters there a separate "sad" head that could also be picked by the game when needed.

Making a custom head would take either changing the shape of an existing head by moving vertexes around and then assigning a new skin to it for the new character, or bringing in a new head and rigging it to the existing armature, which would be a lot more work than the first option.

IF you're not aware, Tommyboy did a lot of custom heads for some Marvel characters, and there's a few generic heads for male_basic and others as well.

Depending on what you want it might be easier to use an existing head and just put a new skin on it.
#16
Requests for Skins and Meshes / Re: Saturday Morning Adventure...
Last post by BentonGrey - January 30, 2026, 03:06:10 PM
Oh man, that's awesome!  Thanks, Dean! :thumbup:
#17
Requests for Skins and Meshes / Re: Saturday Morning Adventure...
Last post by deanjo2000 - January 30, 2026, 11:50:08 AM
I'm messing about with your pics so should have something useable soon.
#18
Mods / Re: How create new missions?
Last post by BentonGrey - January 30, 2026, 03:08:44 AM
Mr. Cogito, sorry to hear that you've been dealing with heavy stuff.  I hope things remain calmer for you.

I hadn't thought about Pulp Adventures.  If there is world enough and time, I would love to revisit that one with voices, but that would be down the list a ways.  Ideally, I'd love to team up with someone or a team to do the voice creations, so I can work on other stuff.

You've suggested several things that it would be great for us to have tutorials about, but unfortunately, most of them are beyond me.  Let me address your requests.:
-I am not an artist, 2D or 3D, and I know nothing about modelling or animation, so I'm afraid I'm of no help there.  There are some good text tutorials created by more talented folks than me, though, and you can find them on my blog.  I feel like some of our creators have probably made video tutorials.  Didn't TUE?
-Custom heads: Same as above.
-My second tutorial takes you through the full process of creating a mission, and with the 3rd one, which deals with maps, gives you everything you need to build a mission from scratch.
-Creating new map objects would require 3D modeling, but this can definitely be done.  I know CmdrKoenig did this with several of his maps, so maybe he'll provide some instructions for us one day.
#19
Mods / Re: How create new missions?
Last post by Mr. Cogito - January 29, 2026, 12:28:44 PM
Quote from: BentonGrey on January 12, 2026, 03:05:36 AMI think you already saw my post about Elevenlabs (and there are others as well).  These give us amazing tools for VPs!  I'm actually toying with the idea of creating fully voiced mods for the first time...eventually!

That's spectacular idea. I was about to write new topic about that before life stuff hits me. Would it be Pulp Adventure?

oh, I forget to ask about creating custom character portrait and taIking head mesh instead of just photo...and create advanced terrain (Iike Red October hideout/canyon where you fight lord Dominion) to not make whole map Look flat.
#20
Mods / Re: How create new missions?
Last post by Mr. Cogito - January 29, 2026, 12:24:00 PM
Quote from: BentonGrey on December 30, 2025, 05:48:45 PMMr. Cogito, I don't have any definite plans.  Is there anything in particular you'd like to see a tutorial for?

Sorry for being late i have some serious life issues but now everything is ok.

Well, mainly character model animation and implementation of particle effect. It would be great if you would be able to create small video tutorial about achieving it.

By the way. Could you create tutorial about creating new mission from scratch (or create small documentation about creating it like KomeG did with Thief series?) I know it may be tiresome but it would help so much.