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Showing content with the highest reputation on 07/11/2018 in all areas

  1. 6 points
    I figured I'd post some pics as I mess around with various TOR stuff, figuring out what works and what doesn't. I posted these in a status update the other day: And here's the latest experiment: But those bloody envmaps, ugh. So terrible. They ruin everything. Edit: Although @Darth_Sapiens' CM_baremetal replacement is a lot nicer: Edit 2: Sapien's CM_SpecMap is arguably better again. Shiny, but not an overpowering mirrored chrome:
  2. 4 points
  3. 2 points

    Version 1.0.0

    1,069 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  4. 2 points
    Not really a WIP, more like a "Almost done" but thought I'd share anyways.
  5. 2 points
    Still can't believe that Bastila named her son Vaner. Mind-boggling.
  6. 2 points
    Blender models are exporting and compiling successfully... let 2.0 begin...
  7. 2 points
    As much as I do like TOR, I think giving our dear pole dancing friends a makeover from scratch might be a good idea
  8. 2 points
    Video at last! Statue has been darkened to be more bronze. Also the shader in the pool has been fixed - apparently there was a missing txi parameter that made it look like absolute garbage. Also seen is a new load screen, which was made possible with JC's Load Screen Template @JCarter426
  9. 1 point

    Version 1.0.0

    1,655 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  10. 1 point
    Query: What? Yes, you heard that right, what started as what was (probably) a joke made by @A Future Pilot on the r/kotor discord has gotten my creative juices flowing. If you're like me, you might have asked yourself at some point "HK-47 is my favorite companion in the KotOR games, so why can't I romance him?" Well, soon™️ you can! The goal of this mod is to make a believably written, slightly tongue in cheek but also emotionally sound "mini romance" option between a dark sided player character and her/his homicidal droid companion. What do I mean by "mini romance"? For now, I am going to try and keep the scope small while I learn the fundamentals of modding. I have finished a first pass at the script, and will be working on recording the voice over sometime soon to get a feel for how it all sounds when spoken. Right now, it is a total of 2 to 3 conversations, depending on whether you pass a [Repair/Computer Use] (player's preference) skill check on the first try or not. Perhaps this will expand in the future, but right now, I think it gets the job done without needless beating around the bush. This is an optional/additional romance and its not meant to rival/replace any of the vanilla options in terms of complexity. The non-spoilery gist of it is, HK has discovered that he has developed what he sees as a flaw in his programming since he's started travelling with you, that's since grown stronger with every act of cruelty you inflict upon others. The player character has the option to dismiss outright, confusedly entertain his concerns to an extent, or try their best to understand the situation, some of which open up a path to a whole new look into his "abnormality" that's formed. Basically, I'll be using this thread to update with progress and let you know how it's going. Keep in mind, this is my first ever mod and thus I have no idea how long this project will take me. I'm also attaching to this post a design document that features all of the dialogue that I've currently written for the mod, if you're interested. I would appreciate that if you'd like to mention something about it in this thread, that you properly spoiler tag it. Thank you. - UC P.S. Let me make this point for you, so that you don't have to. HKromance.docx
  11. 1 point
    Been playing with the amazing vanilla PMBI01. Them folk(s) doing those details are nuts. Hats-off!
  12. 1 point
    Okay, so I've been banging my head over this and here are the results. I double checked the algorithms, tried a number of smoothing group configurations, tried changing weights on the relevant verts... while some attempts produced better results than others, I never could get the seam to go away. I may have fixed the algorithm at least a bit though, so you can fetch the latest BETA at the bottom of this post. So then I looked at the vanilla model. Here's the debug info for the vert in the middle of the back where the seam is (that's actually 4 verts). Their vertex normals do not correspond to any combination of the corresponding face normals. If we look at the situation from the side, we see this (sorry for the bad drawing – it's just an approximation, though I did try to get the ratio between the normals right). The arrows are vertex normals, the lines are edges ending in the relevant vert. As you can see, the vertex normals of both vertices that belong to the Cape are the same and point outwards away from the body. The vertex normal of the vert that belongs to the lower part of the torso (the part under the cape) is equal to the cape's vertex normal, except it is mirrored along the Y axis and so it points inwards. Also the vertex normal of the vert that belongs to the upper torso (the part not hidden by the cape) points inwards, but at a different angle. I don't know why this has to be so. Usually when you want smoothing between faces that share a vertex, you make sure the vertex normals in that location are all the same, pointing in the same direction. But if you try to do the same in this situations, you'll get a seam instead. I also can't see how these normals could be automatically calculated from face normals and smoothing groups (if someone can, please enlighten me). So, the only way out that I can see is to enable the export of vertex normals from max into the ascii and then direct import into the binary model. This needs to be discussed, but if we decide to go this way with all the tools, it'll take a while before everything is synced and ready. mdledit_v1.0.7b.zip
  13. 1 point
    View File K1 Faster Scuba Note: This is included in the KOTOR Community Patch beginning with version 1.8 Everyone hates how slow the underwater section of KOTOR 1 is. Well this is the fix for it! It speeds up your character while adjusting the animation to not make it look bad. The max speed is still slightly less than normal running speed, but it won't take you 20 minutes to get anywhere anymore! Here's a gif: As usual, do whatever you want with this file (if it shows up in Sony's mainframe, it's not my fault). I don't even need credit, but If you wanna credit me, that's cool. Submitter A Future Pilot Submitted 07/03/2018 Category Mods K1R Compatible Yes  
  14. 1 point
    I've added one. Sorry it took so long!
  15. 1 point
    It looks really nice! Keep up the good work. Any chance you're going to make female heads sometime? Greetings from Hungary
  16. 1 point
  17. 1 point
    Male models all set: Now to prepare myself to repeat all this danged work for the female models.
  18. 0 points
    https://www.darthparametric.com/files/kotor/tsl/[TSL]_Mira_Movie-Style_DS_Eyes.7z I've added TXIs to the previous archives, so you may want to re-download those.
  19. 0 points
    Hrm, can't say I'm a fan of the new colour to be honest. The original pic looked better to me. The new version looks far too red.