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DarthParametric

Member Since 02 Jul 2015
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#65012 Model and Textures question

Posted by DarthParametric on 16 May 2018 - 01:21 PM

Weapon textures are specified by the model. It's likely sharing a texture, as you suggest (common practice if you are making a double hilt that is basically just two single hilts joined together).

You'll have to decompile the binary model (MDL/MDX) into an ASCII version before you can load it in Blender. Use MDLEdit or MDLOps, available in the Downloads/Tools section.


#65007 Ajunta Pall WIP

Posted by DarthParametric on 16 May 2018 - 04:22 AM

Haha, your bumpmaps aren't awful.

I tried splitting the mesh (and disabling bumpmappable) but it still crashes when using mesh alpha. It works fine with alpha set back to 1.0, so there's something screwy there somewhere.


#64989 'Mirror' Effect on Texture

Posted by DarthParametric on 13 May 2018 - 04:42 PM

If you are going to change the UV layout, then you'll likely want to remap the vanilla texture to the new UVs as a basis to work from. If you are using Max, you can do this with Render To Texture.

Starting with the original mesh, add an Edit UVW modifier to the stack and drag it underneath the Skin and Odyssey Trimesh modifiers, but above the Editable Mesh (if you select the Editable Mesh in the stack first, it will automatically add the Edit UVW modifier directly above it). Change the map channel to 2, and then edit the UVs as you see fit.

Now go to Rendering -> Render to Texture and (making sure your mesh is selected) under Mapping Coordinates select Use Existing Channel and change the channel to 2. Under Output click Add and choose DiffuseMap and change the save location, file type, and size as you see fit. Under the Baked Material section tick the Render to Files Only button. Hit the Render button and you should get a copy of the original texture mapped to your new UVs.

Once that is done, you can go back to the mesh, select the Edit UVW modifier and change the channel back to 1, then right click on the modifier and choose Collapse To to bake the UV changes into the mesh without destroying the skin weights.

If you have already modified your UVs, you can simply add an Edit UVW modifier and choose the Save option to save out a copy of your new UV co-ords to a file. Then you can load them back in to channel 2 on the original version of the mesh (assuming you didn't modify the mesh/change the vert number).


#64926 Model Resources

Posted by DarthParametric on 09 May 2018 - 03:12 PM

Extract them with KOTOR Tool.


#64911 Ajunta Pall WIP

Posted by DarthParametric on 08 May 2018 - 05:40 PM

You could try adding
isdiffusebumpmap 1

isspecularbumpmap 0
To the normal map's TXI. You may also need to switch the diffuse's TXI from bumpyshinytexture to envmaptexture, but I'm not entirely sure on that.


#64849 Kol Skywalker Lightsaber pack

Posted by DarthParametric on 04 May 2018 - 05:41 PM

He's the father of Cade Skywalker, from the Legacy comic series. You know, Darth Talon and all that.


#64814 How Can I Take A Model and Its Actions and Place It Anywhere?

Posted by DarthParametric on 03 May 2018 - 11:21 AM

Sure, but my preference would be to teach and encourage best practice for people new to the concepts. Once you know what you are doing, you can do as you please, but if you learnt how to do it properly then you are less likely to half-ass stuff you release.


#64808 Visas Marr's Med-Bay Body Position

Posted by DarthParametric on 03 May 2018 - 09:00 AM

I think she's using the "dead3" animation in that scene? I don't have a convenient save to test with, but try this and see how it goes.


#64805 Better late than never

Posted by DarthParametric on 03 May 2018 - 07:27 AM

So, what fabulous prizes do I win? Credits, spice, Twi'lek slave girls?


#64597 [KOTOR II] Bastila PC Head on Xbox and Lost Saves (Storm Singer's Windstr...

Posted by DarthParametric on 23 April 2018 - 05:29 AM

Well the "proper" way that you would create a player head mod for the PC version involves editing appearance.2da, heads.2da, and portraits.2da (in addition to the head model and textures, but you can use the vanilla ones for Bastila). I have no idea what the deal is with Xbox 2DAs, whether there is some big endian/little endian thing going on. You could try going that route first, although it would require extracting them from a BIF, presumably. If the Xbox data is anything like the PC, they should be in a file called 2DA.bif. You could try copying that and the KEY file (probably chitin.key) to your PC, then extracting it with unkeybif.exe from Xoreos Tools. Then you could use convert2da.exe to convert the required 2DAs to CSV. Then you would follow any standard "adding a player head" type tutorial to add the new data, then use convert2da again to convert the CSVs back to 2DAs. Then you'd transfer the modified 2DAs back to the Xbox, putting them in the Override folder. Like I said though, I don't know if Xbox 2DAs are different from PC 2DAs, so I have no idea if that will work.

Assuming that doesn't work, the other option is the more brute force route, replacing one of the existing player head models with the Bastila head model (P_BastilaH). This will require changing the Odyssey Base name, the quickest route being to decompile, edit the ASCII model, then recompile. MDLEdit can handle Xbox models, so that should be fine, although you'd presumably want the Xbox supermodel (P_BastilaBB). Those should also be in a BIF file. You'd also need the Bastila head textures, which are in ERFs on the PC version, not sure for the Xbox version. I'd suggest trying the 2DA route first though and seeing if that works.


#64570 Changing values in portraits.2da

Posted by DarthParametric on 21 April 2018 - 11:47 AM

If it's an NPC head then all you need to fill in (aside from the model name in "head") is the "alttexture" column with the value for your new texture. It should be noted however that this only works in TSL. In K1, you would need a new head model, as K1's heads.2da lacks the same base texture override.


#64420 K1 Unofficial Patch

Posted by DarthParametric on 16 April 2018 - 08:39 AM

I gave permission to use the Leviathan bridge part of my Taris Escape Sequence mod, because:

jdVybKs.gif


#64418 K1 Unofficial Patch

Posted by DarthParametric on 16 April 2018 - 04:57 AM

Please don't try make a compilation mod. Please, please, PLEASE don't do that.


jwy3mTq.gif


#64382 Remaking the Loading Screens

Posted by DarthParametric on 15 April 2018 - 05:13 AM

You don't meet Cede. 205 only loads if Carth is alive.


#64365 Remaking the Loading Screens

Posted by DarthParametric on 14 April 2018 - 01:52 PM

There shouldn't really be too much you can do with PS that you can't do with Gimp. The base functionality is all the same, it's just missing a few PS specific things like content-aware fill (and people managed just fine before that was invented).