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Showing content with the highest reputation on 12/30/2019 in all areas
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5 points
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3 pointsI could see about making future releases of the supermodels more modular too, so anybody could add additional animations without worrying about messing up one of the models.
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2 pointsHere to confirm that it does working indeed - The animation went very smoothly and well timed. Cool stuff, @Alvar007! Thank you for the handiwork. Big thanks also to DarthParametric for compiling the supermodel and JCarter426 for the resource.
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2 pointsOK, thanks to @JCarter426 sharing his dark secrets, I think this should work. Start by pasting fresh copies of JC's supermodels into the Override to make sure you've cleaned out the old broken junk. Then try this. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version_TSL_Robes_v3.7z
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2 pointsThe glass is available in the prior downloads both Alvar007 and I provided. Take your pick. You'll need to equip a null weapon in the right hand, since the glass needs to be equipped in the left hand. I'd make sure that they also have the Proficiency All feat.
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2 pointsAfter removing the position keys for the mouth (f_rmc_g/f_lmc_g/f_Rlm_g/f_Llm_g/f_um_g) @Salk: Here are the supermodels, vanilla and @JCarter426's TSL robes versions (via the modder's resource). Both include two copies of the animation. The first is named WELD so that it can be scripted for creatures using ANIMATION_LOOPING_WELD, and the second is named ANIMLOOP04 so it can be scripted for placeables (i.e. how existing cantina patrons are done) using ANIMATION_PLACEABLE_ANIMLOOP04. Obviously the TSL robes-compatible version will not have any support for the added TSL bones, since they don't exist in the K1 rig it was created for. @Alvar007: For future KOTOR work you will want to look at changing your scale/unit settings in Blender (and/or Maya if you are also using that). I had to scale up the model by 1,000%, which is kind of a headache when dealing with animated meshes. KOTORMax does not like exporting transformed objects. Regarding exporting FBXs from Max, select the trimeshes, go to Animation -> Bone Tools and enable the Bone On checkbox. They should then be converted to regular bones in the FBX. Edit: Wait, you wanted to go the other way, from FBX back to MDL. As I said above, scaling added some extra wrinkles, but the basic procedure is to create a new OdysseyBase (since the original will be converted to a null/dummy), link everything to that, set the animation name, frame numbers, etc. in its Animation panel, export. Then you can just copy and paste the anim block from the ASCII to a copy of the original model. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version.7z
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1 point
Version 3.1
140,857 downloads
This is the next part of an ongoing series. The purpose of this mod is to shrug off the years from old Kotor engine, and bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch. The Overhaul also contains sophisticated SWTOR orientated high Quality animations and cubemap based lights & shine on surfaces. 3.0 Huge Update! This one completely blows previous versions out of the water - added revolutionary tech window animations, changing color animations while moving and much more.. Highly recommended! to upgrade redownload ALL parts. Installation: Download the mod, extract its contents with an archive extraction program such as 7zip or WinRAR, then move the contents to your game's override directory. This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that) Just to be on the safe side, i recommend to install my mod last. Beside that it should be compatible with everything that doesnt retexture Manaan. Credits: I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible. I also want to thank Darth Parametric for hex editing mdl files from the Hraekert Base. That allowed me to use more variety in retextures. -
1 point
Version 1.1.2
79,178 downloads
Unlike its predecessor, the Complete Overhaul for K1, the purpose of this texture mod is to preserve the original look of the game, while using different texturing techniques to give the old game engine a modern look, emulating shine & vector based animations from the Mass Effect series. Im sorry guys that i cant provide screenshots at the moment, my graphics card is malfunctioning. Installation: Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, and move the contents to the override folder for your game. Enjoy! -
1 point
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1 point
Version 1.0.0
605 downloads
I'm going to explain a bit about the mod. I added a beard and darkened the hair of the blonde guy PC head for KOTOR 2. I also created a full darkside transition from scratch that I believe will add a new touch to darkside play-throughs. --INSTALLATION-- Installation is simple, just extract the files in the zip folder to your override folder in the game directory. If you're replacing another mod that alters the same PC head as mine, it'll ask you if you want to overwrite existing files, hit yes to all. -These are the only files you need to extract. I will include a read-me with these instructions in case you miss them. PMHC06.tga PMHC06D1.tga PMHC06D2.tga PO_PMHC06.tga PO_PMHC06D1.tga PO_PMHC06D2.tga --COMPATIBILITY-- - There shouldn't be any compatibility issues unless another mod directly alters the PMHC06 head. -
1 pointOn the whole, season one of The Mandalorian was absolutely fantastic. Given how divisive the Disney produced Star Wars films have been, it's great to see the majority of fans really enjoying some new Star Wars content again. Bring on season two!
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1 point
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1 pointHere you go: https://www.darthparametric.com/files/kotor/k1/[K1]_Player_Head_TSL_PMHC06_For_K1.7z I completely forgot until making this post that @ndix UR had already fixed this model previously for TSL, so I ended up reinventing the wheel a bit there (I didn't look at the hair mesh verts though, so I might need to go back and check those). I also hex edited the TPCs, adding the blending punchthrough TXI semantic, which seems to be necessary in K1 to get a clean hair alpha. The vanilla version of the textures was inducing a lot of haloing.
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0 pointsI fear that didn't improve things. If anything, it made things worse. The right arm stays outstretched for all male models and it breaks facial and legs animations as well (this new issues are caused by the s_male02.mdl/mdx files). This video shows the new result: As further note I'd like to report that even if not in a conversation (I put the animation in the user define script), the result is identical.
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0 points