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#61230 New Landing and Take-Off Videos

Posted by DarthParametric on 12 December 2017 - 04:51 AM

The forum has a large mod projects sub-forum. I'd suggest that if this project is to progress to anything significant, an early point of business would be creating a dedicated sub-forum for it. That seems like it would fall under your purview.

Depending on how hands on you want to be, there are a myriad of managerial/organisational type things that you could do. Having been involved in an (ultimately failed) large mod project before, I know firsthand that these sorts of things live or die based on organisation. Trying to get a group of disparate modders to do anything collectively is like herding cats. It will quickly fall into a heap unless things are very clearly planned out.

As an example, for myself as a potentially interested contributor, what I absolutely need is a clear outline of exactly what the project is doing, what has been done, and what yet remains to be done, and who is doing what. I need a list of tasks that are awaiting assignment that I can peruse, and if one takes my fancy I need very specific guidelines for what is required and by when. To use the Yavin station as an example, I would want specifics of size/dimensions, does it have to be fully constructed or do you only need a camera facing half, is it a high poly CG model or a low poly game model, does it need lightmapping UVs, do I need to create the textures, what's the timeline for completion, etc. Who do I talk to if I have questions/problems, how do I report my progress, what do I do with the final assets? And if I agree to undertake this task, then it needs to be made clear that this task has been assigned, so someone else isn't doubling up the same work. Someone, or possibly several someones, needs to implement and manage such a system.

#61179 New Landing and Take-Off Videos

Posted by DarthParametric on 09 December 2017 - 05:57 PM

My feeling is that the Ebon Hawk models are probably mostly ok, they primarily need some new textures. Looking at the Peragus and Korriban videos, the CG model doesn't look significantly more detailed. That said, it's certainly feasible to touch the old girl up a bit, add in some extra geometry where necessary.

That's probably getting ahead of things though. I would think the logical place to start would be producing a spreadsheet of exactly what is needed for each shot in terms of assets, determining what already exists in the game content that can be used as-is, what can be used but needs some TLC, and what needs to be scratchbuilt. Then you can start soliciting for volunteers to tackle the various bits. It would presumably be wise to make use of some sort of tracking/project management system. And something like a GIT or SVN repository would be useful for sharing/storing the assets.

#61176 MDLedit bug reporting thread

Posted by DarthParametric on 09 December 2017 - 04:49 PM

I'm not sure if this is a bug, or user-error. I tweaked the astromech animations to suit my model: clean up some clipping, add in a probe arm door, and animate the rear wheel. Testing it in game it seems like certain animations are stuck on their last frame when finished, rather than returning to the default. For example, using security to open a cylinder, when complete the probe arm will remain extended rather than retracting. Similarly, after combat the gun will remain popped up rather than returning to flush with the head. Do any potential causes spring to mind? A casual comparison of the animation section of the ASCIIs for my model and the vanilla don't reveal anything obvious.

Edit: If I load the vanilla animations back onto my model, they seem to function correctly. So presumably that means some error on my part.

Edit 2: OK, disregard. Seems like a couple of animations have bad keys at the end, causing the poses to blend into the subsequent animation. Entirely user-error.

Edit 3: Maybe not. Comparing the animations in question to the original again, they actually seem the same. I did notice that my model had the "compress quaternions" option turned off, unlike the vanilla model, but when I enabled that and recompiled, that seemed to screw up the animations even more, seemingly reversing things. For example, unlocking a crate, rather than rocking back and extending the probe downwards, with compressed quats he leans forwards and the probe points up in the air (like he is giving the finger - must be going through a rebellious phase). The end result is still the same, with the probe remaining extended after the animation finishes, it's just rotated 180 degrees now.

Edit 4: Reloading a fresh version of just that one container unlocking animation from the vanilla model and adding in some extra keyframes for the probe door, it still results in the probe arm hanging out at the end. It's kind of like that saber animation issue where the blade stays extended.

Edit 5: OK, the problem was user-error indeed. It seems the problem was missing keys for the default state for certain parts. So presumably the model had no return state for things like the probe arm, so it just got stuck in the last used pose until it was repositioned by another animation. Adding some keys for neutral states to the other animations appears to have sorted the problem. I guess there is nothing more to see here.


#61152 [WIP] High quality skyboxes

Posted by DarthParametric on 08 December 2017 - 05:23 PM

I just watched the TSL landing/takeoff videos again, and wow the quality really is terrible. We must be to the point now where it's time to re-render all those as some sort of large group project. But in terms of the skybox, it's very orange.

#61142 [WIP] High quality skyboxes

Posted by DarthParametric on 08 December 2017 - 04:37 AM

Hrm, the last one looks a little too blue to me. I think the middle one is closer to where it needs to be, personally.

#61141 DP's Droid Foundry v2.0

Posted by DarthParametric on 08 December 2017 - 04:07 AM

No. The T7 version is the default. The vanilla-style head with blue stripes is an optional alternative. With all the other stuff on my plate, I don't have plans for any further variants at the moment. I still have to sort out the protocol droids so I can get the first round of testing done over Xmas. Then after those two are released, it's on to the war and assassin droids. Once all the base versions of the mods are out, I may come back to it at some point in the future as part of a revision/update, but no promises. Of course there's nothing stopping someone else from releasing different texture variants.

Edit: Now the testing can commence.


#61138 DP's Droid Foundry v2.0

Posted by DarthParametric on 07 December 2017 - 05:07 PM



With that many lights, I could probably start my own disco cantina.


#61082 Mod of the Year 2017 nominations

Posted by DarthParametric on 04 December 2017 - 06:05 AM

Not mods per se, but bead-v and ndix UR need special recognition for their work on MDLEdit, KOTORMax, and TGA2TPC. A lot of future mods will only be possible thanks to their work on these tools.


KotOR High Resolution Menus by ndix UR - http://deadlystream....solution-menus/

#61081 Admiral/Republic Officer Uniform for Cede in TSL

Posted by DarthParametric on 04 December 2017 - 03:05 AM

is there any way to apply the changes just to Cede?

Before installing, open changes.ini found in the tslpatchdata folder in a text editor. Delete the following lines (lines 169-192):
You may also need to change the [GFFList] near the top of the file to:
That will still keep the 2DA entries and models, so if you wanted to you could change the Silveredge appearance to use the Carth head I added with the admiral's cap.

I'm pretty sure the Ebon Hawk 'instance' of Carth is supposed to be the message he stored on T3, so logically it should be his K1 look.

I figured that was probably the case. I'll remove that one.

#61067 Admiral/Republic Officer Uniform for Cede in TSL

Posted by DarthParametric on 03 December 2017 - 04:32 AM

Thanks for the reply. I've just checked in-game and it looks like Cede's dressed as a regular Republic mook by default, see pics below for comparison

Hrm, I looked at his UTC on both Citadel Station and the Harbinger and I was sure they pointed to an officer appearance. I'll have to check if there are additional UTCs.

Edit: OK, looking in 151HAR, n_repoff001.utc points to appearance Republic_Soldier_Mal_Old_Black which uses N_RepSold. So yeah, that is just the generic soldier appearance. It should be considered a bug in TSLRCM, seeing as all his other appearances use the officer body. It should be reported to the TSLRCM crew as such.


Additionally, KotorTool is not picking up my TSL folder. I'm guessing this is because I'm running the Steam version.

Yeah KTool relies on the registry for the game's location. Steam uses keys it doesn't know about. I posted just the other day about how to fix it - http://deadlystream....-skins/?p=60954 Be aware however that if you are using the Workshop then KTool won't see that content. It only sees what is in the primary game folder.

Isn't there a patch for the Admiralty Mod- http://deadlystream....-admiralty-mod/

The comments say it no longer works.


Edit: I've had a look at the Admiralty mod's contents and I have to say I'm unsure why it's as complex as it is. It edits scripts and dialogues, adding in new UTCs. I would have thought simply editing the original UTCs to point to the new appearance rows would be sufficient, at least for TSLRCM. I've never used it myself. Did it add in cut content for Carth before TSLRCM was around?

Here are all the UTCs I could find in TSLRCM:


The two Carth ones I highlighted I am unsure about. I assume that the Dantooine one must be Admiral Onasi, but the one on the Ebon Hawk I am wondering if it may be something else.

It seems to be the logical starting point is creating new appearances and then editing these UTCs to point to those. The problem is testing, seeing as you need a save before having entered that module, which more or less means playing a full game.


Edit 2: Seeing as Jinger gave permission to use the mod assets with attribution, I figured I'd have a crack at making a revised version of it. I actually ended up just making new models, seeing as the original used full body models. I went with separate heads to make reusing the bodies for other purposes easier, and because Jinger swapped out the original Saul legs with Carth's, while I kept Saul's but modified the texture. I also lopped off the bit of their heads underneath the hats, as I noticed that Jinger didn't do that and it looks pretty weird on Carth in hologram form.

Like I said, testing is difficult, so I have only been able to test on the Harbinger so far, but that seems to be working at least:

TSL_Admiralty_Redux_Test_Carth_01_TH.jpg Spacer_50.pngTSL_Admiralty_Redux_Test_Cede_01_TH.jpg

If you want to test it, here's an initial version (you'll probably need to start a new game):

It's designed to only work with TSLRCM, so if you are using the Steam Workshop you'll need to install it over TSLRCM's Workshop folder, which should be \steamapps\workshop\content\208580\485537937 for the English version. If you also use M4-78, I gather you'll have to install it over that instead, but I don't use that so I haven't tested it.

Edit 3: File updated:

Edit 4: I just realised the the Cede portion (beyond the Harbinger at least) would be broken in the file I posted because of TSLPatcher's inability to deal with editing multiple instances of UTCs with the same filename. This now at least partially explains why Jinger's original mod was more complex than I expected.

#61015 Texture Modding

Posted by DarthParametric on 01 December 2017 - 04:32 AM

I was wondering how does someone get good at doing the textures for these?

Practice. Lots of practice.

Or re-roll your character with the Artistic Talent starting trait.

#60947 Lack of Head Skins

Posted by DarthParametric on 28 November 2017 - 04:05 AM

I was wondering, I been seeing a lot of people have really amazing TSL/KOTOR mods on this amazing site, but sadly I haven't found many mods that offer more heads.

I think there are a fair few head mods floating around. The only problem is where to find them. A lot of the the older ones are not hosted on DS. You can try looking over at Nexus Mods for starters:



I would be willing to work on heads myself, if someone would help me understand how to make them and easily start modding them.

At its most basic, you'd be looking at simple texture mods. You'll want to start with how to find and extract game content, using KOTORTool, etc. You can check these out for an introductory modding overview:



Actually creating a new face texture itself is not something KOTOR-specific, so you can search Google for generic guides on that sort of thing.

Oh by the way, what's with the lack of Santa Claus robes and stuff xD. I think that would be really cool for the holiday.

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#60763 A new look for Carth?

Posted by DarthParametric on 17 November 2017 - 05:36 AM

I gave it to Quanon to texture. Then he was eaten by a space slug. The end.


#60732 Module NPC and Object Placement

Posted by DarthParametric on 16 November 2017 - 02:34 AM

Here's the module list half of it.

K1 modules:

TSL modules:

#60615 DP's Droid Foundry v2.0

Posted by DarthParametric on 11 November 2017 - 07:20 AM

So, this bloody horrible thing:


I have always hated the "Mark One" design with a passion. So it's on the scrapheap - I am looking to replace it altogether. I am thinking of something along the lines of one of SWTOR's various incarnations of battle droid:


Animations would have to be completely custom though, which I'm not looking forward to. I might have to cap some video in TOR of how their versions walk so I can study it frame-by-frame. Trying to imagine how to animate the mechanics of a three-legged gait is hard to wrap my head around.

Edit: A quick trip to Dromund Kaas later, it looks like the two front legs more or less use a typical biped walk cycle, with the third back leg skipping to keep up at twice the rate.


Edit 2: I whipped up a very basic version to act as the base skeleton/rig (Mando for scale):


I figured there's no point getting carried away with fancy models until I can actually be sure I can make functional animations.

Seeing as it needs to have both melee and ranged attacks, I went with a version that has hands, like the one on the right in the TOR reference picture above. For ranged attacks I was planning on a wrist-mounted arrangement, like the Prequel Super Battle Droids have.