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Showing content with the highest reputation on 11/08/2018 in Posts
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2 pointsAs I said before: I am not asking a model but just a skin. But its okay, in the end I did it myself:
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1 pointI'm finally announcing > Mandalorian Lehon Expansion There are three parts of this mod: plot, usable content, and characters. Plot changes to Lehon include: main quest to get inside the temple now has an additional option of entering without working with the Rakata. Three sidequests are added. Working with either Rakata tribes includes a required bonus mission. I've created a triangle to the plot, no longer is the PC trapped between helping one tribe over the other. Now you can kill both of them! (And still enter the temple) Mandalorians are added as the third faction. They will have their own base (module). Added in two optional battles if you side with the Mandalorians. Part 2: Usable content. With any decent size mod, there will be a few new items and such. > Mandalorians have 9 different additional skins. > Mandalorians have several "late game" specific blasters, allowing players to use more than the Baragwin monopolized weapons. > A few swords. > Some of the armor will be wearable by the PC > Readable datapads giving lore background Part 3: Characters. I have several unique characters, with armor sets unique to them. Several characters will be voiced in Mando'a, the Mandalorian tongue by fan speakers. Some intrigue and mystery, with fully fleshed out story to explain or imply explanation to several things. Names, personality, lore, and since they are Mandalorians they know Canderous! I've got 99% of the story fleshed out, 75% of the work completed, 95% of the dialogue by characters finished. Four issues remain before release: TSLpatcher, Voice Overs are still coming in, several bugs/beta testing, K1R compatibility has to be tested, and lastly a fifth for unforeseen issues. The overall goal is to extend Lehon and add in some Mandalorians. Any questions?
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1 pointThe light blue bordered section is either "TEL_rock02", "TEL_rock03", or "TEL_rock04". The purple one might also be the same thing.
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1 pointHere's a quick and dirty list in the meantime: On your model, for each bit of geometry that you want to use a normal map, make sure the object has the OdysseyTrimesh modifier and select it to be "bumpmappable" and export. On the ASCII, this flag is "tangentspace 1". Export and convert to binary as usual. Your model's diffuse texture will have to point to the bump map in its TXI data. "bumpmaptexture" and then the name of the bump map texture. Make the bump map texture. You can do this in your modeling program if you have skills like DP, or you can do it the lazy way and make a greyscale height map, with white being the raised bits and black being the lowered bits. You can convert a height map into an RGB normal map with a tool such as Nvidia's plug-in for Photoshop. Save the normal map as a TGA in indexed color mode. For the TXI data, at minimum you need the bump map's to say "isbumpmap 1". Convert your bump map TGA and TXI to TPC if you don't want to crash the game. The diffuse texture is fine as is. I've attached example TXIs. Mine have a bit of extra properties too. Hmm, is this problem specific to K2? I've only just started fiddling around with maps on character models but I haven't had any issues applying them yet. But if remember correctly, the TXI issue is only a problem in K2. K1 does load it properly from the TXI when the 2DA is set to default. So if it's the same deal as that, maybe the bump maps are ok in K1 too. Bump Map Example TXIs.zip
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1 pointNah ... Enabling bump-mapping is now a standard feature of MDLOps and MDLEdit, so anyone can enable bumpmaps on any model now by using those tools. This is a solved problem. But while we're putting stuff in this old thread, here are a few extra caveats pertaining to bump/normal maps for KotOR models that have been discovered in the last year or so. To get full-function, full-color normal maps, simply convert to TPC format. The game uses uncompressed image data, but compressed will work. It's been shown that the 8-bit color workaround I mentioned above is being interpreted by the game basically the same as an 8-bit grayscale bumpmap. If you want to use grayscale bumpmaps, that is fine, they work almost as well in some cases with this particular game engine. The only real reason to distribute 8-bit color bumpmaps at this point is probably that people who know what they're doing can convert them into full-function normal maps. The lighting calculations in-game that use normal maps are per model. This means that if you normal map a protocol droid, then you put 10 protocol droids (even with different 'appearance' rows) in one area, the lighting effects would be the same on all of them. Sad but true. There are a few different phenomena that behave like that... (danglymesh, most notably) Sometimes adding bumpmap/tangentspace calculations to a model, then not using a bumpmap (by changing the TXI to not use them), will cause the game to crash. So far this has only been observed in area models. There's no way to use different bumpmaps via TXI when you use appearance.2da rows. For example, say you have modelA, which references textureA in the MDL file nodes, and textureA references bumpmap textureAB in its TXI file. If you add a line to appearance.2da saying model = modelA, racetex = textureB; and you have textureB referencing bumpmap textureBB in its TXI file, textureBB will not be used. The bumpmap will be textureAB. Also, this situation confuses the game when it comes time to release memory (or maybe load models), so if you are using 4K+ resolution bumpmaps, you will crash the game in certain circumstances if you do this (usually during area loading). This problem also applies to envmaps (this is the root cause for why people end up with semi-transparent HK-47 when they try to add an envmap in the TXI), but for envmaps, there is a column in the appearance.2da that lets you override the envmap that is used in each appearance row. There's nothing quite like that for bumpmaps as far as I could tell.
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1 pointIf you will allow me to necro this thread, I present: The question is though, how is the robe and heavy armour restriction implemented? It seems like the heavy armour is simply done via preventing Bao-Dur getting the heavy armour feat, as giving him the feat via KSE allows him to equip heavy armour fine. So I gather that is resolvable with a class edit? The robes though seem to go a little deeper. The Jedi Defense feat is not enough. Presumably it is linked to his Zabrak sub-race, but I can't find where exactly the restriction is implemented. In baseitems.2da there only appears to be the restriction on Wookiees via the denysubrace column (unchanged from K1). In the robe UTIs there's the restriction to humans property, but removing that makes no difference - he is still blocked from using them. I gather one of the earlier Bao-Dur mods just edited his UTC and changed his sub-race to none to get around this, but that seems like a cop-out. I'd like to remove the restrictions altogether, assuming they aren't hard-coded.
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0 points"WE'RE NOT DEAD YET!" About time I updated everyone on the condition of this mod: Still working on acquiring and keeping voice actors, it's been diffcult of late, with real life commitments causing more people than I can count to have to drop out of their VO roles. To them, I wish them nothing but the best! Yes: Work is still being done on this mod. There are still bugs I need to fix. To quickly list them here: The main quest has pesky dlg loop that can allow the PC to change an established decision, I've patched this dlg loop about 4 times and it continues to change in form. A battle scene is repeatable. Grammatical errors here and there, typos and such. Camera angle in Juhani added scene and voice over is incorrect. Finish an encounter with a Rakatan prisoner by adding VO, some scripts, and finalizing the dialogue itself. And fix other bugs that arise after further testing has been done. I'm fairly certain there are other bugs out there, I just haven't run into, and there's always feedback from testers that result in various tweaks. Update tslpatcher to accomodate new files. Overall, Lehon Mandalorian Expansion is steadily approaching release, though the time of release is still unknown. I know its been about a year since I published this WIP, with the ignorant premise that I was close to finishing, but I'm here to say that I have not given up, nor will I. My hope is that one day, LME will be available for people to experience and enjoy! Thanks for reading! -JC2