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Content Count
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Posts posted by sELFiNDUCEDcOMA
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File Name: KotOR Darth Malak Appearance
File Submitter: sELFiNDUCEDcOMA
File Submitted: 08 Jan 2017
File Category: Skins
K1R Compatible: Yes_____________________ABOUT
This mod will update the visual appearance of Darth Malak in the game.
This will update the textures used for armor and heads -- both variants, masked and unmasked.
The mod was created by sELFiNDUCEDcOMA from files created in 2013.
_____________________INSTALLATIONCopy the files into your game's Override folder.
You may wish to backup this folder first before doing so as any existing files of the same name will be overwritten.
_____________________DISCLAIMERYou install this mod at your own risk.
I doubt your computer will explode from using the files.
However, I am not liable for any damages to your computer or game installation that may occur from using this mod.
In short: take responsibility for your own actions before blaming others for your own mistakes.
_____________________USAGEIt is for me to decide where these mod files are hosted. It is for me to decide who may use them in other mods.
You don't ask and get an answer from me, then you don't have permission to use the mod files.
Pretty simple really.
I find that my mod work has been used without my permission, I will contact the hosting site to have the files removed.
Depending upon the extent of the usage and site rules, I may ask that they take other measures against you.
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File Name: KotOR HK-47 Appearance
File Submitter: sELFiNDUCEDcOMA
File Submitted: 08 Jan 2017
File Category: Skins
K1R Compatible: Yes_____________________ABOUT
This mod will update the visual appearance of HK-47 in the game.
The mod was created by sELFiNDUCEDcOMA from files created in 2013.
_____________________INSTALLATIONCopy the files into your game's Override folder.
You may wish to backup this folder first before doing so as any existing files of the same name will be overwritten.
_____________________DISCLAIMERYou install this mod at your own risk.
I doubt your computer will explode from using the files.
However, I am not liable for any damages to your computer or game installation that may occur from using this mod.
In short: take responsibility for your own actions before blaming others for your own mistakes.
_____________________USAGEIt is for me to decide where these mod files are hosted. It is for me to decide who may use them in other mods.
You don't ask and get an answer from me, then you don't have permission to use the mod files.
Pretty simple really.
I find that my mod work has been used without my permission, I will contact the hosting site to have the files removed.
Depending upon the extent of the usage and site rules, I may ask that they take other measures against you.
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File Name: KotOR Sith Trooper Appearance
File Submitter: sELFiNDUCEDcOMA
File Submitted: 08 Jan 2017
File Category: Skins
K1R Compatible: Yes_____________________ABOUT
This mod will update the visual appearance of all Sith Troopers in the game.
This will remove the shiny metal effect and replace with something more like a stormtrooper's armor.
The new color / material variants are: bone, (dried) blood and ash.
The mod was created by sELFiNDUCEDcOMA from files created in 2013.
_____________________INSTALLATIONCopy the files into your game's Override folder.
You may wish to backup this folder first before doing so as any existing files of the same name will be overwritten.
_____________________DISCLAIMERYou install this mod at your own risk.
I doubt your computer will explode from using the files.
However, I am not liable for any damages to your computer or game installation that may occur from using this mod.
In short: take responsibility for your own actions before blaming others for your own mistakes.
_____________________USAGEIt is for me to decide where these mod files are hosted. It is for me to decide who may use them in other mods.
You don't ask and get an answer from me, then you don't have permission to use the mod files.
Pretty simple really.
I find that my mod work has been used without my permission, I will contact the hosting site to have the files removed.
Depending upon the extent of the usage and site rules, I may ask that they take other measures against you.
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File Name: KotOR Darth Bandon and Sith Apprentice Appearance
File Submitter: sELFiNDUCEDcOMA
File Submitted: 08 Jan 2017
File Category: Skins
K1R Compatible: Yes_____________________ABOUT
This mod will update the visual appearance of Darth Bandon and the Sith Apprentice in the game.
This will update the textures used for their armor and their heads -- both Sith Apprentice variants.
The mod was created by sELFiNDUCEDcOMA from files created in 2013.
_____________________INSTALLATIONCopy the files into your game's Override folder.
You may wish to backup this folder first before doing so as any existing files of the same name will be overwritten.
_____________________DISCLAIMERYou install this mod at your own risk.
I doubt your computer will explode from using the files.
However, I am not liable for any damages to your computer or game installation that may occur from using this mod.
In short: take responsibility for your own actions before blaming others for your own mistakes.
_____________________USAGEIt is for me to decide where these mod files are hosted. It is for me to decide who may use them in other mods.
You don't ask and get an answer from me, then you don't have permission to use the mod files.
Pretty simple really.
I find that my mod work has been used without my permission, I will contact the hosting site to have the files removed.
Depending upon the extent of the usage and site rules, I may ask that they take other measures against you.
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File Name: TSL Harbinger and Hammerhead Visual Appearance Mod
File Submitter: sELFiNDUCEDcOMA
File Submitted: 07 Jan 2017
File Category: Skins
TSLRCM Compatible: Yes_____________________ABOUT
This mod will update the visual appearance of the Harbinger and other Hammerhead based ships in the game.
The Harbinger will look like it has seen better days; the other Hammerheads will look better maintained.
The mod was created by sELFiNDUCEDcOMA.
_____________________INSTALLATIONCopy the files into your game's Override folder.
You may wish to backup this folder first before doing so as any existing files of the same name will be overwritten.
_____________________DISCLAIMERYou install this mod at your own risk.
I doubt your computer will explode from using the files.
However, I am not liable for any damages to your computer or game installation that may occur from using this mod.
In short: take responsibility for your own actions before blaming others for your own mistakes.
_____________________USAGEIt is for me to decide where these mod files are hosted. It is for me to decide who may use them in other mods.
You don't ask and get an answer from me, then you don't have permission to use the mod files.
Pretty simple really.
I find that my mod work has been used without my permission, I will contact the hosting site to have the files removed.
Depending upon the extent of the usage and site rules, I may ask that they take other measures against you.
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Well, I created and uploaded a mod called: TSL Harbinger and Hammerhead Visual Appearance Mod.
Whenever it is reviewed by staff is when it will be available.
Not 100% sure, but I think it has everything that's needed. The tricky part are the hex-edited model files, as though I checked I can't be completely sure with my current install whether I've included all the changed textures. It they are just of the external areas of Peragus, then there shouldn't be too many, just the hammerhead texture and what looks to be a window texture for that catwalk that extends to the ship when it arrives. Everything else should work with the vanilla game textures.
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The external ones, yours are excellent and we really need a replacement here on DeadlyStream that doesn't make the ship transparent lol.
It's been a while since I've looked at them but it sounds like the mod you're using is missing a TXI file to go with the texture. The specular map is store in the texture's alpha channel, each image (texture) can have 4 channels (RGBA), each storing the pixel info for each of the colour components, with the optional fourth used for transparency -- among other uses. If the TXI is missing, the game will render the texture (and model) transparent -- in most cases.
Anyway, I'll have a look at it when I get the chance and see about uploading it as a seperate mod. I believe it also requires a model that I hex-edited to use the new texture. Otherwise all the hammerheads in the game will look like the Harbinger.
Hey are you still even working on this, A lot of people would like to see this finished and I don't exactly like the rusty citadel station skins in your wip alpha mod you released but the other textures that you've shown us are amazing at times?
That's a good question. The last time I worked on the textures was the last time I posted an image of my work here. At the moment I've been working on a tool to help with editing the game's models, as that was a major roadblock to progress. My progress with that is leaning in a certain direction. It will determine how and when I release the mod.
Though, I might release a few bits, like the Harbinger textures. There are also a few KoTOR textures I did that I should probably release as well. They're not part of this mod and only really work with KoTOR due to it's renderer. Not sure how well that will go as I haven't tried playing KoTOR since updating to WIndows 10. Kind of need it to work to take screens and stuff...
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Gimme these Hammerhead textures PLEASE.
Which ones, just the external textures or all of them?
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Episode 8 will still be in post for a while yet. This allows them to make subtle changes to the film via editing, re-shoots and such. These can lay a more organic end for her character so that it is less abrupt. For all we know, Leia may have been planned so that the character dies in the film; or they can edit it such that the character can be killed off in 8 instead of 9.
They have plenty of time to "fix" the narrative and are probably already working out the details. And I wouldn't say that she exactly devoted her life to Star Wars and the character Princess Leia. She did a lot more than just Star Wars.
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Wow, not the news I was expecting getting up this morning.
Remember seeing her in Return of the Jedi, the first film I watched at the cinema; my older brothers took me and I've been a Star Wars fan ever since.
I don't think they'll do the Grand Moff Tarkin CGI with her for episode 9. I think that would be too soon to do something like that and it would feel tacky to see that. Probably offend lots of fans that way. They'd probably cobble together some footage and audio so that Leia can be taken out of the story without having to get an actor to play Leia in the film. They could do that as well but I think it will look weird to see an iconic character played by some other actor when someone else has played the role in the 2 films of the trilogy. Plus, I don't think they've started filming for the third yet so they still have time to script a solution.
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Normally don't do this, just kind of go do something else for a while, but, this one has me stumped.
I was looking to work on my model tool project, that I haven't touch in some time. It's still at a point here I am building up a byte map of sorts by loading in a model file and then spitting out what every byte does and how the file is structured. There are a lot of unknown bytes, but, my main aim is to have all of the structure mapped out -- I can figure out what the finer details of the nodes at a latter point.
Anyway, I picked off where I last stopped off, and that was processing all the node information. Made good progress with a model file that doesn't have MDX, then I switched to one that does and then I got stuck. Essentially the mesh header points to data in the mdx, not what immediately follows on from that node. That's what's been the case so far.
So upon processing the Mesh Header, I have no friggin idea what node is supposed to come next. I did a little exploration of about 32 bytes and all I can say is that it looks like it has a pointer (6463) to data in the mdx file. Nothing else tells me what that node (or whatever you want to call it) is supposed to be. I've checked through the various sources that I'm aware of, and most are kind of vague about this area.
Anyone have any idea..? I pasted the last part of the generated text below; would really like to finish mapping out the structure by the end of the week.
EDIT: well looks like I missed the Face Array pointer pointing to 1467. The unaccounted for 8 byte gap probably helped throw me off; not sure what the deal is there, probably unaccounted mesh header data. But the rest I think is the list of face data.
> MESH HEADER (???):1139_Unknown-INT32 (4): 42168801143_Unknown-INT32 (4): 42168961147_Face-Array-Index (4): 14671151_Face-Array-Childs (4): 1561155_Face-Array-Childs-DUP (4): 1561159_Bounding-Box-Min-X (4): -0.101163_Bounding-Box-Min-Y (4): -0.281167_Bounding-Box-Min-Z (4): -0.121171_Bounding-Box-Max-X (4): 0.401175_Bounding-Box-Max-Y (4): 0.281179_Bounding-Box-Max-Z (4): 0.871183_Mesh-Radius (4): 0.651187_Mesh-Point-Avg-X (4): 0.171191_Mesh-Point-Avg-Y (4): 0.001195_Mesh-Point-Avg-Z (4): 0.311199_Diffuse-Col-R (4): 1.001203_Diffuse-Col-G (4): 1.001207_Diffuse-Col-B (4): 1.001211_Ambient-Col-R (4): 1.001215_Ambient-Col-G (4): 1.001219_Ambient-Col-B (4): 1.001223_Transparency (4): 01227_Diffuse-Map-01 (32): PLC_Chair11259_???-Map-02 (32):------START Unknown Bytes1291_Unknown-INT32 (4): 01295_Unknown-INT32 (4): 01299_Unknown-INT32 (4): 01303_Unknown-INT32 (4): 01307_Unknown-INT32 (4): 01311_Unknown-INT32 (4): 0------END Unknown Bytes1315_Verts-Num-Index (4): 64591319_Verts-Num-Childs (4): 11323_Verts-Num-Childs-DUP (4): 11327_Verts-Loc-Index (4): 92951331_Verts-Loc-Childs (4): 11335_Verts-Loc-Childs-DUP (4): 11339_Unknown-Array-Index (4): 92991343_Unknown-Array-Childs (4): 11347_Unknown-Array-Childs-DUP (4): 11351_Unknown-INT32 (4): -11355_Unknown-INT32 (4): -11359_Unknown-INT32 (4): 01363_Mesh-Type (2): 31365_Unknown-INT16 (2): 01367_Unknown-INT32 (4): 01371_Unknown-INT32 (4): 0------START Unknown Bytes1375_Unknown-INT32 (4): 11379_Unknown-INT32 (4): 27525271383_Unknown-INT32 (4): 15073681387_Unknown-INT32 (4): 3670041------END Unknown Bytes1391_MDX-1-Strut-Size (4): 321395_MDX-Bit-Flags (4): 35------START Bit Flag Values1399_MDX-Vert-Coords-Offest (4): 01403_MDX-Vert-Norms-Offest (4): 121407_MDX-Unknown-Pointer (4): -11411_Tex0-UV-Coord-Offest (4): 241415_Tex1-UV-Coord-Offest (4): -11419_Tex2-UV-Coord-Offest (4): -11423_Tex3-UV-Coord-Offest (4): -11427_Tex0-Tang-Vec-Offest (4): -11431_Tex1-Tang-Vec-Offest (4): -11435_Tex2-Tang-Vec-Offest (4): -11439_Tex3-Tang-Vec-Offest (4): -1------END Bit Flag Values1443_Vertices-Num (2): 2361445_Textures-Num (2): 11447_Lightmapped-Flag (1): 01448_Rotate-Tex-Flag (1): 01449_Unknown-Flag (1): 01450_Shadow-Flag (1): 01451_Beaming-Flag (1): 01452_Render-Flag (1): 1------START Unknown Bytes1453_Unknown-INT16 (2): 01455_Unknown-INT16 (2): 11457_Unknown-INT16 (2): 11459_Unknown-INT16 (2): 01461_Unknown-INT16 (2): 178------END Unknown Bytes1463_MDX-Data-Pointer-??? (4): 10740204551467_Vert-Coord-Pointer-??? (4): 0Byte-Count: 332Byte-Index: 1471 (1459)1471_Unknown-INT16 (2): 01473_Unknown-INT16 (2): 01475_Unknown-INT16 (2): 64631477_Unknown-INT16 (2): 01479_Unknown-INT32 (4): 01483_Unknown-INT32 (4): 01487_Unknown-INT16 (2): 01489_Unknown-INT16 (2): -165121491_Unknown-Float (4): -0.121495_Unknown-INT32 (4): 21499_Unknown-Float (4): 0.00Byte-Count: 32Byte-Index: 1503 (1491) -
Frankly, I for one would rather have the information free for anybody to access and use.
Yeah me too but it's up to the person who takes the time to create the resource to decide who can edit it and find it in the first place.
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Haven't read through the whole thread yet; been a while since I was last here.
Nice to see people are actually looking into this area of modding seriously, as it needs attention. However, I think it would be nice if someone who has the time to actually put all this model data into a bunch of tables. They could do it by creating a Google Docs Sheet that is read-only and only accessible if you have the link, and then posting that link here.
Otherwise its bits and pieces spread out in various posts -- not all in this thread. Just a suggestion.
Oh and my last suggestion... Use MDLops to learn from but don't update it if you want real longevity and to greatly expand what you can do in the future.
EDIT: probably should have read the last bunch of posts though before posting the above
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So, as for that owl we saw at the end again, Filoni keeps saying it means something and it is a big thing.... methinks it could be more than a symbol :V
Depends upon the source, in general they are seen to be a symbol of wisdom, as well as death (transition/change) -- or just knowledge from a forbidden source. However, they also have "evil" interpretations.
The most interesting one I know of, is that it is one of the representations of the Canaanite god Moloch -- thought I can't recollect the direct source for this.
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Aren't Malachor and Malachor V two different planets (or systems)?
Anyway, the KoTOR and TOR games are NOT canon.
EDIT: and Maul is great, hope he makes more of an appearance come next season.
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So, to be "complete" about the Handmaiden texturing, I decided to use a (modified) version of JCarter's Handsister models so as to update their appearance:
My aim with them was to treat them as pure-blood Echani. So chalk-white skin, silver hair and grey eyes. Implying that the Handmaiden's mother wasn't an Echani, adding a bit more to the dynamic of their "sisterly" relationship to her.
My aim with the corrupted sister version, was to aim for a mid transition in appearance similar to what I did for the Handmaiden. I also created a custom version of the body texture, so as to include the original metal emblem just under the neck, which I added a "fehu" rune F symbol to. Not exactly a perfect match for the Echani, however, kind of the best fit in way of getting something meaningful onto such a small space. The symbol means: cattle, property, wealth -- among other interpretations. It's actually flipped or reversed in their case, so as to mean the opposite; or to put simply to imply that they are servants, or slaves, as they have no property but rather are property of their mistress.
Took a bit of work to get them to appear properly in game, but so far, it looks like they should work without too much more -- still have to test whether the corrupted versions appear correctly in-game though.
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On a scale from 1 to 10, how much do I love that Bao-Dur Skin? I'm gonna say 11 since he reminds me of Gene Simmons
Very awesome texture Sic.
Thanks, but I have to say, my aim with the facial tattoo was not to remind people of anything to do with KISS. Just was the easiest way to do the dark-side transitions.
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OK, so these are more or less final, beyond some quick changes I might make to things like Bao-Dur's dark-side body tatts...
The one on the end is simply with the mid dark transition head for comparison to see how it would blend with the body texture; bit limited to what you can do about the seam in all cases.
This set is the full dark-side transition. More or less done, main issue is the body tattoos, as the way they are via texture and how they get stretched about and displayed via the body mesh, are in no way the same thing...
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Thanks for all the positive comments on the work, folks!
Switched to focusing on Bao-Dur's body, texture, which I wanted to try something different with. It's also taking a while but I thought I'd share the progress anyways...
This one is just a composite screenshot. The first part is just the full dark-side transition of Bao-Dur's head, just because I think it renders better on my dev-rig -- way more menacing looking. The middle 2 are my direction on the body texture, which is to remove the undershirt and have the arms and visible chest area exposed. For the chest this poses problems, in that not only do you have to try real hard to get it to match, but, you'll never be able to escape the visible seam between body and neck -- just like with Sion, which I've included on the end for reference. Especially in certain lighting conditions, it will be clear as the body and head are shadowed separately. Further, the mid transition will be off in colour tone to the body, as there is no mid dark-side transitions for body textures.
It's a trade off I'm willing to stomach, not sure about everyone else...
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Some might recall that a long time ago, in a city far away from you, I did a tex of Bao-Dur, however, I hadn't done the transition textures until now...
Not sure how well the screens came out, looks way better on my dev-rig over my laptop -- what I'm taking most of my recent screens on.
I'm sure some won't like the KISS tribute band mid-transition face, but I think it works well with the final transition in my opinion.
Thought I'd post up alternate screens of the external Korriban textures, these were taken on my dev-rig. There are some differences, the main being that they appear more red than those taken on my laptop.
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I asked Mike Blair from Aspyr to look into it. While he did say that they would prioritize it for a sprint, he couldn't specify when.
I did indicate to him that it is detrimental to those of us who use or make lightsaber mods.
It's not just important to those that make lightsaber mods. The whole game is about you playing as a fallen jedi, lightsaber combat plays a big part in that. Anyone who plays the Steam version of the game has got to be more than a little disappointed at seeing that bug or the other bugs that appear when you try and correct it.
You'd have to set it a high priority to keep people who bought the Steam version of the game happy.
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You have to change it to
Disable Vertex Buffer Objects=1
in order for it to work.It happens with all saber types.
Thanks for the info; probably would have been weeks before I bothered to find out how to fix it. It's a pity that using this fix results in a pretty ugly bug:
Since I found that bug on Korriban...
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Actually, it would have said there were problem files regardless, considering it will also "verify" your ini file as well. I also had some other files that were removed or renamed too, that it would have persisted to reinstall even though I don't want it too.
Verifying only really works if your install is pristine, not if it is "correct." It's kind of a useless tool as is in my opinion.
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Anyone by chance where a copy of the model format / info tables may be found..?
The CChargin webpage has disappeared and I don't think I saved the info anywhere.
Please don't say look at MDLops -- I don't understand Perl!
EDIT:
Forget it, solved my own problems -- new there was a cache version someplace!
For reference for anyone else:
http://web.archive.org/web/20151002145130/http://home.comcast.net/~cchargin/kotor/mdl_info.html
Also stumbled upon this one which may be of interest:
http://web.archive.org/web/20041021050414/www.torlack.com/index.html?topics=nwndata_binmdl
TSL Textures Remastered
in Work In Progress
Posted
I've uploaded the KotOR mod files into a couple of mods -- links below and you'll be able to download once they have been reviewed by staff.
They're from back in 2013, and to be honest, I think they're kind of rubbish compared to what I can do today. But, I thought I'd release them anyway...
http://deadlystream.com/forum/files/file/991-kotor-darth-bandon-and-sith-apprentice-appearance/
Darth Bandon and Sith Apprentice textures -- both head variants for Sith Apprentice...
http://deadlystream.com/forum/files/file/992-kotor-darth-malak-appearance/
Darth Malak textures -- both head variants included...
http://deadlystream.com/forum/files/file/993-kotor-hk-47-appearance/
HK-47 with shiny spec...
http://deadlystream.com/forum/files/file/994-kotor-sith-trooper-appearance/
All 3 Sith Trooper variants found in the game, but know not completely shiny:
Bone variant...
(Dried) blood variant...
Ash variant...