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Showing content with the highest reputation on 04/11/2020 in Posts

  1. 1 point
    View File Kel Dor Modder's Resource for TSL NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD! This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder. Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities. The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation. You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself. Although note that this model is basically superfluous now that porting from TOR is allowed. Submitter DarthParametric Submitted 07/21/2017 Category Modder's Resources  
  2. 1 point
    Yes, it works on 10. All versions of 10 should be 64bit.
  3. 1 point
    Greetings, mod's author! So I went with Option 4 which is -- - and saw an oversight in the namespaces.INI setup which are wrong references for both the Ini/InfoName. On the IniName it was written changes50TSLRCM while the physical file's written as changesTSLRCM50 - therefore, the patcher reads that as changes50 which is Option 2, and is not a TSLRCM compatible form setup. I believe that would causes troubles as one listed for compatibility and the other one aren't. The InfoName was wrong too but I don't think it matter that much. I was saved and being grateful to stoffe's TSLPatcher's setup overview that makes it possible to preview the oncoming installation, hahah. That's all for the report, and many thanks for considering this.
  4. 1 point
    Sitters need to be a full body model, since for placeables there is no provision to specify a separate head like with parts models in appearance.2da as happens for characters. As there is no regular "high poly" Twi'lek full body model, you'll need to create your own in Max/GMax by merging the appropriate separate head and body models. Edit: Also, be aware that K1 has a very small row limit for placeables.2da, so it is highly advisable not to add new placeable entries.
  5. 1 point
    Added a Nautolan female:
  6. 1 point
    Someone asked for a Nautolan head in the Request thread. I was thinking of making a Togruta and wondering how I would deal with the montrals and head-tails, so decied I'd take a crack at this as a (far more difficult) trial run. Rather than clogging the request thread up, I figured I'd post progress here. I used the SWTOR Nautolans as a guide/target: Even though the request was for a male, I started with a female first as a proof-of-concept (and because I plan to do a female LS run through the new Steam version of TSL at some point). I wanted to use one of the existing heads as a base, to keep the mouth intact for potential NPC use. Also because I suck at organic modelling, so creating something completely from scratch wasn't an option. I wanted a head that was in both games, so I went with the Luxa head, which is PFHA01 in K1. I got rid of her hair and lopped off most of the back of her head, then grafted on a whole bunch of amputated Twi'lek lekku that I massaged into shape. Plus I gave her some major facial surgery to implant the creepy giant bug eyes. I whipped up an export with some quick and dirty skin wrapping from the original head to do an in-game test. Aside from a few bits of nasty deformation from sub-optimal weighting, it seemed to work ok: Once I knew it would work, I went ahead and UV mapped her. That went surprisingly quickly, although I am forseeing some nasty broken shading/seam issues and possible remapping in my future. Currently I'm baking out normal/ambient occlusion/cavity/curvature/etc. maps from a high poly mesh for texturing. Doing them at 4K, so that takes a few hours. If anyone here is a skilled skinner/rigger and would like to volunteer their services, I'd greatly appreciate a hand. Character rigging was never my bag, and that mass of tentacles/head-tails at the back will need some finessing that's beyond my ability to minimise mesh distortion during certain animations.