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JCarter426

Member Since 06 Dec 2011
Offline Last Active May 25 2017 10:54 PM
*****

Topics I've Started

Taris Dueling Ring

09 March 2017 - 04:32 PM

 

I have a bit of a game for those of you familiar with KOTORadio. For those of you wondering what KOTORadio is, well, it's a podcast about KOTOR and you can watch it by following the link above. I help out a bit with the editing of the podcast and coming up with content, and I'm putting together a segment for next time (episode 3). I call it the Taris Dueling Ring. I'll be pitting lesser known characters against each other, and you'll get to vote on who you think should win. Then the hosts of KOTORadio will do a play by play, explaining their choices, and we'll compare their answers to yours. With that in mind, here's the poll for the first group of contenders:

 

Taris Dueling Ring: First Night Poll

 

And if you have any suggestions for future contenders, let me know. Coming up with these is kind of hard. I have a few in mind already, but I'd like to hear what the audience thinks as well. The Taris Dueling Ring welcomes anyone from a galaxy far far away, but we'd like to give everyone time in the spotlight. The more obscure the better, really. And I try to go for a theme with each pairing - characters who have a similar role, or already have beef with each other. But let me know what you think.


JC's mod resource collaboration thread

27 February 2017 - 06:03 AM

For a while now I've been developing a lot of random, half complete stuff I don't know what to use for. And there are many times I've thought "you know what would be nice to have..." So this thread is for both of those things. I'm looking for artists to help finish some of these assets and make some sort of mod resource package for the whole community.

 

Let's start with something I've done already. Here are some exploding barrels:

 

Spoiler

 

I'm looking for a nice new placeable model to finish it off. Like a canister of rocket fuel, or some such... anything better than a generic plasteel cylinder. I started working on one but got distracted, and when I got back to it I thought hey, Deadly Stream could do a better job.

 

And if anyone's wondering, I pulled this off via a combination of existing elements in the game. There explosion is on the placeable's damage script - the same thing that fires to put broken items into containers in K2 is used here to blow up the whole thing. For the GUI, I've made it so the placeable has no lock and thus is impossible to pick - you can only bash it. The bash then does the damage, firing the damage script to blow it up. Additionally, I've increased the sight distance and turned it hostile, so it appears red like enemies and mines. I wanted it to be clear this isn't just a placeable you're bashing from very far away. That hostile function is in placeables.2da, probably left over from Neverwinter Nights, but it's just never used (all placeables have it set to 0).

 

Next item on the list: I'm looking for someone to texture Darth Parametric' Lethisk-class model. A while back I talked about replacing Mandalore's shuttle with another ship model because I thought it was weird that he uses the kind Darth Bastila had in the first game, which couldn't even fit two people, and DarthParametric just whipped up that model, as he is wont to do. But it's not textured, and again I think somebody out there could do a much better job than I.

 

Along that vein, I'm also looking for new ship models to use as placeables or have them flying around in the background of spaceports, that sort of thing. For reference material, I have access to all the MMO models:

 

Spoiler

 

Now, they'd need to be remodeled both because of porting issues and because a lot of the details rely on a bum map format that doesn't work in KOTOR. But I have the models to use as a reference - to trace over it in 3D, as DarthParametric did with the Lethisk. If anybody has new designs, I'd love to see those too. I'm just looking to add more assets to the game in general.

 

For example, I don't have a 3D reference for this one, but I also think it would be nifty to have Calo's ship:

 

Spoiler

 

...which was based on Ebon Hawk concept art, and appears on the map, but never in the game proper.

 

Well, that's enough of my wish list for now. And now that I'm done asking for things I'll finish off with what I can bring to the table. I can handle all the administrative tasks, setting up the models as placeables - putting in the necessary dummy objects, adding a walkmesh, making the UTP files, editing placeables.2da, and setting up TSLPatcher - as well as rigging the models for animation. I'm still working on having animations and particles at the same time, but maybe someday. I have a bit of practice in modeling and texturing, so I can help out... but I'm just not confident in my ability to model something from scratch. That's why I'm asking you! I know there are much better modelers out there.


JCarter426 reminisces on the M4-78 EP that never came to be

07 February 2017 - 06:06 AM

Previously, on M4-78...

 

Discussion here led me - and Zbyl and others... I saw you guys messing about with the thread titles! - to start reminiscing about some ideas for M4-78 that did not make it into the mod.

 

One idea was the Sith survivor, as Zbyl mentioned, and another - am I allowed to discuss the others? Maybe we should do a post-mortem on M4-78. Well I'm going to discuss some of it now, anyway! Another one was about how the droids developed in isolation from their colonists for so long. In that undeveloped plot, the droids had divided into two factions - one that still followed their original programming to prepare the planet for the colonists, and another that didn't believe in the colonists anymore. There were a lot of ideas thrown around and would've had a more typical player choice for the planet, but like I said, it never developed into one cohesive story.


Seeking help to restore Flying Drexl

26 October 2016 - 09:23 AM

There's an unused flying drexl model in the game files, c_drexlf. It's fully animated, but not textured:

 

Flying%20Drexl_zpsbtwk0kb0.jpg

 

I'm trying to restore this, but frankly I don't have the patience to texture the whole thing from scratch. I tried piecing it together with the other drexl model's texture but it's never going to look as good as what some of you out there could manage. So I'm looking for some help, a collaboration of sorts. I've already adjusted the UVW mapping a bit to be more convenient, and I'm willing to handle anything else in the modeling and scripting areas if necessary. I just need a texture artist better than myself who can fill in the missing pieces and smooth out the edges.

 

There's no real urgency to this - it's just one of my many side projects - but I have some things in mind for it in the future, so I figured I'd put the word out now.


Ripping heads from a full body model

18 June 2016 - 12:54 PM

This is a repost of an old tutorial I did on LucasForums. The original discussion thread is HERE.

 

This tutorial will go over the process of ripping heads from a full body model, as I did in my modding resource JC's Heads for K2. Through this method, we'll be able to take a Duros character and let him use any body model in the game, just as most human characters as well as Twi'leks and Devaronians can. No longer will he be cursed to wear a white jumpsuit.

I'll note that at the time I'm writing this, I have only made heads for Knights of the Old Republic II: The Sith Lords. But I believe the process is the same for the first game.

Tools you will need:

  • KOTOR Tool
  • MDLOps 0.7a2 (or later)
  • a 3D modeling program that supports NWMax (such as 3ds Max or Gmax)
  • NWMax
  • a hex editor


To start, extract the model you want to turn into a head. In this case, n_duros. Extract both the MDL and MDX files.

Duros%20Tutorial%201_zpsxtiw9ajv.png

Next, extract a head to use as a template. It should be similar to your final result, so that means roughly the same size, and at least the same gender. Make sure to get one with the mask and goggle hooks already on it. I like to use Atton's head, as that makes it easy to test as well. Again, extract both the MDL and MDX.

Duros%20Tutorial%202_zpsorfgapkl.png

Now extract the texture for your head. In this case, N_Duros01. Save as TGA.

Duros%20Tutorial%203_zpssnmsiftu.png

Place all these files in a folder somewhere, then convert each model to ASCII using using MDLOps.

Duros%20Tutorial%204_zpsxvd8uc9u.png

In your modeling program, import your head template model (mine is P_AttonH). Import geometry only.

Duros%20Tutorial%205_zpsvmn3xib4.png

Immediately save this project.

Duros%20Tutorial%206_zpsttwkzkjm.png

After it saves, delete all the highlighted items below. The names will differ slightly depending on which head you're using, but the stuff you keep should all be the same (except the Aurora base, which has the name of the model).

Duros%20Tutorial%207_zpsrhe7lfti.png