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Showing content with the highest reputation on 06/14/2019 in Posts

  1. 1 point
    Looks good. I'm looking at the original model too, and while I like the idea of weapons hidden in the maze, it doesn't seem like it would be all that difficult to find them. Maybe the maze could be supplemented with force fields between each wall section that can be triggered on or off. Like once you take an item, it changes the whole route of the maze that leads to that item.
  2. 1 point
    Here's a screenshot of the "Maze" style arena. It's really not that much of a maze, just a few walls to break up the place, but it does take a while to get around them all. This was definitely the most complicated of the arenas.
  3. 1 point
    Cool! Glad to see things are working very well in the end [minus the Dark-side transition issue]. I will then documenting and attaching the DS transition fix authored by @DarthParametric on Discord > r/kotor here; be back with an update later [or you can just sign-up there and see the post directly yourself]. Edit: to fix the UV you will need an additional tools which they're 3D modelling program -gmax and 3ds Max are most recommended for this- and KOTORmax. Steps are - Convert the latest PMHC01 binary to ASCII Run gmax with KOTORmax installed On the left toolbar there should be a button to load the ASCII, written as [+ MDL Loading] - choose Import Geom Only and Import then To have the texture shown [with the model] I usually put the relevant texture/TGA with the same folder as the loaded model - so you'd want to do that too. There must be another [legit] way on doing that but I don't know how. 🙃 Don't forget to reference the hair mesh, which is Object01 to reference PMHC01 as the bitmap instead of PMHC04. You can do that by following this - Done with collapsing stuffs we're going to export the model now. Select the blue box under the head model; it's called OdysseyBase that you'll see it's written on a box in the top right corner With OdysseyBase selected - you'll see Odyssey Base Params underneath and down below you'll find Export Geom only button. You know you're very close for a result so you'll know what to do, heheh The exported format [again] will be an ASCII. So you may want to convert them to binary with MDLedit, and rename as appropriate That pretty much sums it - just let me know at which part things are confusing or lack of necessary information.
  4. 1 point
    And the patch is gone! You were correct on the dark side heads though
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  6. 1 point
    Thank you for the insight - much appreciated. Edit: I managed to get the models merged - so, here's how things goes: Prepare your tools; MDLedit and Notepad++ Prepare the models from this post and the long-haired model Download this - K1Supermodels_Vanilla.7z We need the Supermodel for recompiling from ASCII to Binary to work [step 14] - so put all of them at the same folder with the head models I'm going to index 1 for DP's model and 2 for the long-haired/valten7's Organized the files [including make a backup] as you see them fit, just make sure you know which one is which We're going with the hair transplant method in this case we're going to copy the hair nodes to the other model Load 1 and 2 with MDLedit and save them as ASCII Open 2 ASCII with Notepad++ and find this node using find command - node trimesh Object01 That is the hair node's header we'd want to copy all the information to the other model Block and copy all the nodes until you find the end of the node - endnode You can transit them for temporary to a new opened tab on the notepad Open 1 ASCII with the notepad and find this node using find command - node skin head Stop right there - that's what we would use as a mark to where we'd want to paste the hair node we copied earlier Make a space above that node and paste all the hair node we copied earlier there so more or less this is what you'll get on screen - node trimesh Object01 parent head_g ... ... ... ...35 0.91469 endnode node skin head parent PMHC01 ... Them three-dots means the information inside the ASCII/model Save the ASCII Load the hair-transplanted 1 ASCII with MDLedit and save it as Binary - overwrite when prompted. Be advised that you'll get warnings if you don't have the Supermodels in the same folder with the ASCII Pretty much done - next is to copy the binary model -which should be named as PMHC01.MDL & PMHC01.MDX- and paste them to the Override, and overwrite when prompted I think if you're following the instruction very clear you can have the wanted result. Just let me know at which part you got stuck/that is confusing. I should apologize if indeed the instruction are not very clear and is confusing. 🙃 The end-result is not without [possible] issue. If our main-character went Dark-side the hair texture went back to PMHC01, which will show a broken appearance on the hair mesh. We can discussed about that later after the attempted result above is actually working.
  7. 1 point
    Everything here looks awesome! But i think people should see that original smile, it's too funny
  8. 1 point
    well the lights are already done. The tedious part of work is to hex edit the walls for a smoother look & custom texturing. Btw, gave some custom design to spice up the Telos Cantina Floor: vanilla Custom - with reflecting middle section: for the Telos polar academy i got the idea to replace the lights with heaters as a further indication of the coldness of his place - similar to what you see in ME Andromeda / Mankind Divided - although on the downside have to make them in white though: