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Showing content with the highest reputation on 07/23/2018 in Posts
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4 pointsAnd then you see some of the layouts Bioware shat out for K1 and you wonder how is that the work of a professional development studio?
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3 pointsHeys guys, just for clarification, I figured things out. Well, I didn't figure them out in MDLOps, but everything works fine with the supermodel in MDLEdit. Thanks for the help.
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1 pointThe version of Windows has no impact on the resolution, only what difficulties you'll have in getting the game to run properly. Using UniWS (and subsequent patching using @ndix UR's mod for K1) is no different whether you are using 7, 8, or 10.
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1 point[Updated to 1.3 : July 23, 2018] A quick heads-up to the mod's page. The mod has been updated to 1.3 version. So, what's new in version 1.3? Final update to the look of the armor with some tweaks to the alpha channel. It'd look more a metal compared to the 1.2 version, but look quite less compared to the 1.0 version. Selven got a new pair of eyes, which finalised her overall looks also. Updated specularity in some elements of the armor, the blaster, the blade and the head. "Selven's "Vanilla" Difficulty and Inventory" patch added and could be accessed from the installer directory. Updated Selven's .utc particularly her attributes and stats. [1.3 Version] Slight .utc's entry update to Selven's inventory. [1.3 Version] Updated Installation, Uninstallation, Compatibility, Redistribution and Credits entry. Readme.rtf added to the main installation folder. Header typo of "wvbroshort_101" on the .mdl file has been fixed to "w_vbroshort_101". The typo potentially generate a "AR_ERROR.LOG" file to the game's main folder. 1.3 Preview [featuring A Future Pilot's "K1 Lite Upgrader"] :
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1 pointGood job on the porting, but you got fooled by Obsidian's poor naming conventions. That model is called Sith Assassin but it's actually the one used for the Ubese bounty hunters. I believe the assassin body models are n_darkjedilowf and n_darkjedilowm and the head is named similarly although I don't know which one it is offhand.
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1 pointHello there ! How are you guys doing ? I visited this gem of a place multiple times to see what great mods were made but I'm ashamed that I never presented myself. I'm a long time Star Wars fan, especially of KOTOR era, but also of mods which bring a new breath to video games. Other than that, I would say that I'm an easy-going and chill kind of guy, Don't really know what else to say about myself, so I'll see on the forums to discuss games and everything else, have a nice day/evening fellas.
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1 point
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1 point@Tyvokka The site has cleared porting, but where do you stand on the all important issue of jailbait mods?
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1 pointA supermodel is a model with animations on it. The model (in this case Sith assassin) is parented to a supermodel (in this case S_Female02) and gets all its animations from that. Most models don't have animations on them and instead get them from the stock set of 5 supermodels so they all have all the animations available on those models. Because efficiency and such. Misunderstanding. You don't need to put the supermodels in Override as they're already in the game. And copying binary models from one game to another is bad, as you've experienced. However, MDLOps needs a binary MDL/MDX supermodel in order to properly compile any body model. So when you compile, you need to have: a) The ASCII model file you're compiling b) The binary MDL file for the supermodel your model uses c) The corresponding MDX file for the supermodel source - all in the same location. MDLOps will then generate the new MDL and MDX model files for your model that you want to put in Override. The issue here, though, is that you get different results depending on what you decide to use as your supermodel. This is where the approach turns into a sledgehammer, but what I would suggest in this case is extracting S_Female02.mdl/mdx from both games and try compiling the assassin models twice, using each one as your source supermodel.
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1 point
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1 pointI can take a sledgehammer and smash two metal objects together until they sort of fit. That doesn't mean I'd be advising other people to do the same. New users should be taught how to do things properly. One reason why that wiki sure would be handy....
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1 pointI think I have most of the hologram issues sorted out now, at least within the limits of what is practical with the engine: I've also added a ceremonial sash, similar to what is painted on the original K1 Saul uniform, but this one is an actual 3D mesh (swiped from the TOR Imperial Officer model): I'll do a female version for Admiral Dodonna in K1, although her hologram version might be a pain. K1 did holograms differently to TSL. I was thinking I can also do a plain version with no shoulder bars and changed up rank insignia for the captain, nav officer, etc. Edit: Added the Cede and captain versions: Although I've since gone back and also removed that black block on the collar. Still haven't swapped the boots yet though. Now on to converting the female model.
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1 pointTrying out a new Republic officer uniform: Although of course that introduces a bunch of new problems with holograms: I'll have to lop off the arms at the shoulders and have them as separate meshes. Not sure what to do about the neckline. Either the neck shows through the collar, or the collar shows through the neck, depending on hierarchy order. I'm also not a fan of the boots. I think I'll swap them out for something more suitable.
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1 pointKaevee kind of started it all. Stoney wanted to restore her at some point in 2008 or 09. And then I said "hey I'll script battle of Khoonda and some other Dantooine content and we'll release it as one mod". And then we somehow restored the rest of the game ¯\_(ツ)_/¯
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0 pointsWorking on some new UVs. I thought I was making things easier for myself, but in fact was making them more difficult. I've been trying out different unwraps to see what might work best and make the work much more efficient.
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0 points@eNoodles: You seem to be making your life unnecessarily difficult. The TSL Sith Assassin is just a mildly reworked Sith Trooper. It has an identical rig. It's a simple case of just compiling against the K1 supermodel. There is no special technique required. As JC suggested, make sure you are not decompiling the binary via KTool. I would advise anyone working with models to extract the entirety of model.bif (also player.bif for K1) to a folder on your HDD. Then you can easily fish out the particular binary models you need and decompile them properly. I would also second the suggestion of using MDLEdit for new users. MDLOps is more or less a black box. You feed it something and it either works or it doesn't - it provides very little in the way of feedback. MDLEdit is a bit more communicative and will typically let you know when you are doing something wrong. They are in models.bif, along with most of the other models. As above, and as I have suggested to you previously I believe, I would recommend you extract the entire BIF instead of using KTool every time.
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0 pointsThis is intended to be the last beta, if everything checks out I'm uploading it as mdledit v1.1.0. This version has a completely redone vertex normal and tangent space vector calculation algorithm, which also affects smoothing group calculations. Generally, mdledit will calculate the intra-mesh normals correctly, it will calculate those inter-mesh normals where only two vertices overlap correctly, but where more vertices overlap, it's more likely to fail. I can't spend more time on figuring out how to calculate those right now, but there will probably be improvements in the future, just like this was an improvement now. When compiling models there should be no issues however, inter-mesh smoothing really does work now. Some crash issues are also fixed, one that I found myself and one that DP encountered with the K1 endgame area models. mdledit_v1.0.9b.zip mdledit_v1.0.9b_xp.zip
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0 pointsYeah, I don't like where this thread is headed. I'm going to lock it now.
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0 pointsThey will be approved or removed at the discretion of the staff. As a general rule we won’t allow content that may be seen as exploiting children (be them real or fictional).
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0 pointsYou know you want to. The swirling pool of blood and the red Sith ritual lightning ball calls to you.