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#63622 KOTOR 2 Old Republic Trooper Armor?

Posted by DarthParametric on 13 March 2018 - 01:28 PM

True, KOTOR cradles the barrel rather than using a chainsaw grip style like TOR, but it is two-handed at least.

#63614 JC's Saber Workshop

Posted by DarthParametric on 13 March 2018 - 10:48 AM

But historically, what people have expected in lightsaber mods is for every conceivable lightsaber hilt that has ever existed.

I think that's one of the things you "grow out of" once you realise that no matter how many polys your model has, no matter how many pixels your textures have, your saber models all end up looking like a blurry silver (or insert other colour here) tube regardless. I'd say don't feel too bad about focusing on non-visual elements.
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#63608 Feature Suggestion: Site Wiki

Posted by DarthParametric on 13 March 2018 - 07:31 AM

So I figure the odds on this ever happening are long, given we can't even get a new sub-forum added, but you don't know unless you ask.

How about we add a wiki to the site for the purpose of disseminating knowledge regarding KOTOR modding? To be honest it is a far better format for doing so than trying to use posts in a forum. It provides a single coherent point of information for a given topic that can be edited and updated by multiple parties as needed. It's much simpler for readers to parse and be linked to additional related information.

There appear to be some existing packages to link IPB to a wiki install (or user database/auth at any rate), although it looks like some of them may be pretty out of date. I'm not sure what the current flavour-of-the-month is in regard to wiki packages. I confess to having limited experience with the backend of such things, having only briefly flirted with a MediaWiki install and half a decade ago at that.

#63551 Can someone please make some Clone Wars or Rebels mods

Posted by DarthParametric on 11 March 2018 - 04:30 AM

With various robe mods like Prequel Robe Replacement and Movie-Style Jedi Master Robes, you could make the likes of Mace Windu, Obi-Wan, or Anakin relatively easily. There's also Deadman's Anakin head, which I touched up a little.

There are various prequel sabers available, notably the ones by oldflash.

There are a few clone trooper mods around, but the best one is probably the Clone Wars Armor Pack for K1 and TSL.

With the Movie Mandalorians mod you could make a Jango Fett.

I made Sabine's helmet and blasters for someone years ago over on LucasForums, but never textured them.

TSL_Sabine_Helmet_01_TH.jpg TSL_Sabine_Helmet_04_TH.jpg

TSL_Sabine_Helmet_03_TH.jpg TSL_Sabine_Blasters_01_TH.jpg


If someone else wants to finish them off, here are the files. They are free to use them as long as they credit the source.

#63413 How I managed to create rgb bump maps

Posted by DarthParametric on 07 March 2018 - 05:00 AM

The model itself also needs to be edited to enable it. You can do this interactively in MDLEdit, or by recompiling an ASCII in the latest version of MDLOps with the
tangentspace 1
flag for any mesh the normal map is applied to.

Additionally, the diffuse texture needs a TXI with the addition of
bumpmaptexture XYZ
where XYZ is the name of the normal map.

Alternatively, to use an envmap in conjuction with a normal map, your diffuse needs these TXI semantics (substitute your envmap of choice):
bumpyshinytexture CM_baremetal

bumpmaptexture XYZ
with the caveat that the alpha channel now controls both the envmap and normal map distribution/intensity. Unfortunately there doesn't seem to be a way to utilise both independently.

You may wish to also experiment with some of the following TXI semantics for the normal map:
isdiffusebumpmap 1

isspecularbumpmap 1

bumpmapscaling 3
The first two values are boolean (0 or 1 for false/true). The last entry appears to be an intensity scaler, and seems to accept integer values of at least up to 3, although I am not sure of what the engine's limits are.

#63218 Adding more Alien types to KOTOR

Posted by DarthParametric on 27 February 2018 - 04:54 AM

I remember DarthParametric had a project that added aliens like Kit Fisto's species and the Kel Dor aka Plo Koon but he stopped the project as he needed people to reskin them and no one wanted to reskin them. I know the Kel Dor is a modder's recourse for someone to complete it- http://deadlystream....esource-for-k1/

The Kel Dor modder's resource was released for both K1 and TSL. It primarily needs someone to texture it, but the model could also use some skin weight adjustment for the face if it was going to be used for NPCs engaged in dialogue.

The problem with the Nautolans was the skin weights for the head-tails. I could never get something that worked for a player (or NPC engaging in combat) that didn't have massive deformation issues. They could work for standing-in-place NPCs, but they'd still need to be textured (and 99% of people would cry about lack of a player head version anyway). I never bothered releasing them because who exactly was going to both texture and skin them properly? Nobody.

The problem with threads like this is always "who's going to do all the work?". Even if the JKO/JKA modders gave you permission to port their already textured models, who's going to rig them for KOTOR? There are already a bunch of threads about the same thing for other JKO/JKA models that have gone unfulfilled for years. If you want a realistic chance of actually seeing something materialise, you'd be far better served sticking to the existing pool of models available in the game. Plucking the heads off full body models to allow them to use the regular clothes/armour models is a much more practical goal, and has already been done previously in some cases (both RedRob and JCarter have done so, off the top of my head). You could even extend that to add in hands for those species with unique ones, which requires extra work but is not impossible.
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#63110 Changing values in portraits.2da

Posted by DarthParametric on 23 February 2018 - 02:33 PM

thank you very much Darth Paramedic.


#63082 MDLedit bug reporting thread

Posted by DarthParametric on 22 February 2018 - 04:43 PM

Not that I can recall seeing firsthand, but I can't really claim to have exhaustive knowledge of level-related stuff, it has never been my thing (at least in regards to KOTOR modding).

#63068 NPC Overhaul Mod and Fixed Hologram Models and Admiralty Redux for TSLRCM 1.2

Posted by DarthParametric on 22 February 2018 - 10:07 AM

Chances are it won't be 100% compatible, but I've never used it so I couldn't say for certain. Basically if the NPC Overhaul changes any scripts/GITs/etc. to point to different UTCs than what TSLRCM uses, then those instances won't receive hologram fixes. The only way to find out would be to install both and see. Just make sure you install NPC Overhaul first, then the Hologram fixes afterwards.

#62723 Kreia's Fall in HD with original sound & music

Posted by DarthParametric on 07 February 2018 - 09:11 AM

Seems like the ultimate version will require an animation adjustment. Here's a slow-mo showing the first instance of the hood clipping into the wall during animation CUT001W:


I think the hood will have to either be fully folded down, and stay down, or it will have to remain fully up. I don't think it is practical to keep it half down and have it come back up again and not have it clip (not without vertex animation anyway).

#62680 The "Fall of Kreia" Video

Posted by DarthParametric on 05 February 2018 - 03:17 PM

Yeah there's no interior lining to the hood, so when it is folded back the backfaces of the outer side are culled by the engine. It's not a super difficult thing to fix for that shot.

Edit: Actually, it seems like the problem is that the hood is clipping into the wall. I guess the animation needs tweaking.

#62624 Community Member of the Year 2017 Nominations

Posted by DarthParametric on 02 February 2018 - 05:19 PM

I nominate ndix UR and bead-v for their MDLOps/MDLEdit/KOTORMax work. It seems unfair to pick one over the other though, since they collaborated on all the gubbins under the hood of their respective endeavours. They really deserve some sort of joint award.

#62484 KOTOR1 Placeable Limit

Posted by DarthParametric on 25 January 2018 - 11:04 AM

Any large mod going forward will need to incorporate custom placeables into room models where possible to bypass the issue. If they rely on scripted interactions that can't be done any other way then they'll need to make that clear so end-users are aware and can plan accordingly.

#62373 Black Line in middle of face.

Posted by DarthParametric on 20 January 2018 - 08:06 AM

I hate to necro an old thread, but I found something that may be of use to this issue. I mentioned in earlier posts about the possibility of overriding the GL_CLAMP call. I discovered that something people were recommending to fix K1's grass issues also has the ability to do this.

GLOverride - http://www.humus.nam...?page=Cool&ID=5

If anyone with the black line issue would line to test this, grab the file from the above link, extract to your K1/TSL folder, open opengl32.ini in a text editor and change
FixClamp = 0
FixClamp = 1
I'm unable to test it myself. The one instance where I noticed a similar problem was on an XP machine, but the GOG version crashes on XP using that DLL.

#62352 Fixed Hologram Models and Admiralty Redux for TSLRCM

Posted by DarthParametric on 19 January 2018 - 01:14 PM

Posted Image


File Name: Fixed Hologram Models and Admiralty Redux for TSLRCM

File Submitter: DarthParametric

File Submitted: 19 Jan 2018

File Category: Mods

TSLRCM Compatible: Yes


This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself.


Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct.


N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game.


Specific Changes:

  • Ebon Hawk: Bastila hologram (Light Side male Revan)
  • Ebon Hawk: Bastila hologram (Dark Side male Revan)
  • Ebon Hawk: Carth hologram (Dark Side female Revan)
  • Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan)
  • Ebon Hawk: Canderous hologram
  • Ebon Hawk: Jedi Master Atris hologram
  • Ebon Hawk: Jedi Master Kavar hologram
  • Ebon Hawk: Jedi Master Vash hologram
  • Ebon Hawk: Jedi Master Vrook hologram
  • Ebon Hawk: Jedi Master Zez-Kai Ell hologram
  • Peragus: Administration Officer hologram
  • Peragus: Dock Officer hologram
  • Peragus: Maintenance Officer hologram
  • Peragus: Medical Officer hologram
  • Peragus: Security Officer hologram
  • Peragus: Coorta hologram
  • Peragus: Coorta thug #1 hologram
  • Peragus: Coorta thug #2 hologram
  • Harbinger: Republic Captain hologram
  • Harbinger: Republic Navigation Officer hologram
  • Harbinger: Republic Doctor/Med Officer hologram
  • Harbinger: Admiral Cede hologram
  • Harbinger: Admiral Onasi hologram
  • Telos: Admiral Cede hologram
  • Telos: Admiral Onasi hologram
  • Telos: Admiral Onasi physical appearance
  • Dantooine: Jedi Master Vandar hologram
  • Dantooine: Jedi Master Vrook hologram
  • Dantooine: Admiral Cede hologram
  • Dantooine: Admiral Onasi hologram
  • Korriban: Bastila hologram (Dark Side male Revan)
  • Korriban: Jedi Master Vash hologram (M4-78)
  • Korriban: Jedi Kaah hologram (M4-78)
  • Malachor V: Bao-Dur hologram
Known Issues:
  • There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency.
  • Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency.
  • Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples (e.g. Peragus Dock Officer) may warrant having these elements being turned into skinned meshes in a future update.
  • No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). The Republic soldier on the Harbinger is one I am already aware of. His helmet is...problematic.
  • Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical.
  • Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod.
  • Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users
  • Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2".
  • Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work.
  • Thanks to ndix UR for TGA2TPC
  • Thanks to Malkior for providing the impetus for the mod via this thread.
  • Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  • I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards.
  • A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu.


Click here to download this file