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Showing content with the highest reputation on 08/23/2020 in all areas
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3 pointsWhen Robert Pattinson was announced as Batman, I had my doubts (but after the controversy surrounding Heath Ledger's casting as The Joker for TDK and how wrong everyone turned out to be I decided to wait and see), but god damn this looks excellent so far:
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2 pointsThanks guys. Some very early tests on Bastila and trying to wrestle against the often unflattering eyelid animations, vanilla hair for a placeholder. edit: 2nd pass on her head model, adjusted a lot of things and corrected eyelids.
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2 pointsThings are getting pretty weird around here. BTW, if you have saves for M4-78 EP, I'd like to have them. Please note whether you used version 1.2, 1.3 (Steam), or 1.5. Also list which mods you used as well (with links). Finally, did you have a LS or DS gameplay-through. Thanks. I'd post this in the Game Saves section but let's be honest, - most people don't check that section.
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1 pointHi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
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1 pointShe uses the N_SithComF body. Aside from local overrides for Pause1 and Pause2, it pulls all its anims from the supermodels. The fact that she uses a Twi'lek head is irrelevant.
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1 pointfirst of all, just fantastic work already! Ive hoped that someone would step up & do this! Its great that you give the Cathar a unique look.. Now, i think Bastila needs more attention though- while you did well for an early build, she should have that instant recognizability.. So far, imho the best Bastila ive seen is this one from Mike Wilson. Maybe you could get her more in that direction?
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1 point
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Version v0.4.1
1,346 downloads
KOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco. How do I set it up? Open the .zip archive, the instructions are in the readme file. How do I use it? Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it. KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst. What's different from NWmax? – Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed. – Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export. – Support for bezier animation controllers. – Lightsaber mesh object. – New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper. – LYT and VIS file Import and Export. – Game smoothing preview. – Sanity check now adapated to KOTOR models. ... and much more! Max crashed/froze/reported a weird error! Describe your issue in the relevant thread (link to be added) and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post. Thanks A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax. I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now: – DarthParametric – JCarter426 – Quanon – VarsityPuppet Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it. -
1 pointYou could try mashing together the Dark Jedi face and mask with the Swoop Ganger body as a disguise. Here's a quick and dirty mockup: There's no female version of that body though.
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1 pointThe Dark Jedi is a full body model. There's no practical way to convert the hood and face mask into an equippable mask without it clipping with pretty much every armour and face model. You could set the whole model as a disguise, but then you'd be wearing the full outfit.
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1 pointI thought a re-skin of Marka Ragnos's mask and a hood like on the Dark Jedi, would do it. I am not a modder, I know nothing about re-programing or anything technical. I just "think out loud."
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1 pointOr he simply gives detailed description of Revan's face, and Malak puts the two together himself.
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0 pointsThanks guys, glad you like my work!😀 Means a lot to me also for keeping spirits high to go through the non-fun stuff like redrawing textures. About Telos i still seeking inspiration regarding especially the lower & undercity / Daviks Estate. The Upper Apartments are almost done though: I know the door is a tad too clean, but the texture model is totally messed up, so i cant promise to change it:
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Version 1.0.0
2,149 downloads
Re-texture of PFHB02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHB02 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
0 points
Version 1.00a
1,045 downloads
Request by Valas991, JC2 Presents Massage Choice Allows PC to ask and receive male and female massage slaves at Davik’s Estate for a massage regardless of PC’s gender. The NPCs will still acknowledge your gender with greetings, but their response after massaging the PC will have the gender "master/mistress" word removed. It is a small mod, and shouldn't be incompatible with anything. It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy. If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod. Credits: Thanks to Fred Tetra for Kotor Tool Special thanks to the Deadlystream community! Thanks to Valas991 for his suggestion. -
0 points
Version 1.1
4,677 downloads
############################ # DESCRIPTION ############################ The "No Speed Blur" Kotor1 mod disable the motion blur when speed force power is enabled without disabling all frame buffer effets. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Compatible with all mods in principle ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify a line in the file "visualeffects.2da", preserving compatibility with other mods that already have modified the same file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.