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Alvar007 last won the day on July 8
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View File Fixed Cantina Sitters Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 07/06/2025 Category Modder's Resources
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Alvar007 started following Fixed Cantina Sitters
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Version 1.0.0
25 downloads
Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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I just took a quick glance at appearance.2da and it seems L_gammorean is nowhere to be found, so you should be good to go.
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It seems N_SelkathCR is used for the insane Selkath in Hrakert Station. Since those NPCs won't probably be using this animation I think you are safe not to include it.
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From what I've read, this mod tries to improve/fix the textures and models for the game. If the original vanilla model was used as the source then yeah the animations would have to be included so that they can play with the new model.
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There's no texture specified. I used the same method as when I ported Darth Sion and the rest which worked fine. Also the texture for the head and the hair are showing up correctly and those are different objects, so I don't think that's the issue.
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All right so I've been trying all the different combinations in retargeting for the game. The first one is using a TOR anim with the Kotor rig, it works flawlessly: You can see the finger precision here, it's pretty accurate: Although it's a shame that the facial animations cannot be added since that was one of the main motivations to use these anims, in that case maybe using the Mixamo animations is better in the long run since there are more of them and they are easier to port. Next I tried retargeting animations between Kotor rigs, in this case the humanoid animations to the Selkath rig: It seems to be working fine, except for the lobes and eyes that probably would need to be animated manually. Maybe that Selkath mod could finally be a reality? Lastly for the most complicated part, porting a TOR model with the original TOR rig into the game. That scaling factor you mentioned was useful, you need to scale then rotate to match the Kotor models and then apply all the transforms. I managed to create object bones from the armature using a script generated by this custom GPT that's especialized in Blender. The script is here if you are interested. Honestly this thing is amazing, you can interact with it like you are trying to explain your problem to another person and it will fix any errors or issues you may have. I couldn't find any other script on the internet aside from the one you posted but that generated a single mesh so it wasn't helpful, then this thing just solves my problem in seconds. Now that you have the rig made of objects you can create an MDL root and retarget the Kotor anim to the TOR armature, then apply the armature keyframes to the object rig using KotorBlender like I did previously. Unfortunately the resting pose will affect the final animation so you need to take care of that. You can either manually pose the vertices in edit mode or you can apply the armature modifier and then add it again. You will see that the model has the legs outstreched more than usual in object mode but not in edit mode, that's the resting position we need. Then when you delete the armature for exporting, the model will come back to the correct resting pose since is no longer being affected by the armature deforming. After doing all this the model was broken in game even though it showed fine in Blender after re-importing it. So I tried converting it to ASCII and importing it to KotorMax (the only version that works for me is 3ds Max 8 ) and now the model itself showed fine. The problem is that the textures appear missaligned somehow, but I checked both in Blender and 3ds Max and the UVs seem to be fine, even after reimporting the model to check that the program wasn't fooling me. Also I made sure that there are no more than 17 bones per mesh and the object names have no more than 16 characters since I remembered you mention that in this same thread. So I'm stuck at this point, I tried everything but I don't really see why it's not working. I have to say I baked the textures from the materials that the plugin uses, but since Blender has tools that rely on the vanilla shaders and not custom ones, the textures on the viewport show fine but they don't bake good inside Blender. So I had to edit them afterwards even removing the alpha channel which was causing the model to be invisible. There's still the hands mesh that won't show up no matter what I do: I attached the files I was working with just in case someone fixes the issue. tor model.zip
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It's not too bad. The original rig has 4 bones per finger whereas Kotor only has 2, so you won't get as much accuracy but works well enough IMO. Here's an example: In the original the index finger is almost all the way straight when she points, but this is as close as you can get. I'm not sure. The full version is archived on the internet so you can find it easily. I have been checking the plugin out and it seems very advanced so I could probably retarget the TOR anims to the Kotor rig just like with the Mixamo rig. The question is if I wanted to port the TOR rig directly (so that you don't have to reweight TOR characters to the Kotor rig) the skeleton has to be made of objects right? The game doesn't accept normal bones? If so that's gonna be a little more complicated.
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So after all this time I am back resurrecting this thread because I made a very interesting discovery! I was poking around with retargetting animations and I managed to port a mocap animation from Mixamo to the game! Thanks to the "Unapply object keyframes" feature that KotorBlender has, I could retarget the animation from the Mixamo armature to the Kotor armature. At first I used the Rokoko Blender plugin to retarget the animations and the results weren't half bad, but then I tried with Auto Rig Pro and the results were even better! Here's how it looks in Blender: And here's ingame: I will keep experimenting on this. I may try to retarget the TOR rig to the Kotor animations like @DarthParametric and @JCarter426 were doing a few years ago, although I don't know how that will turn out.
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Hey Salk! It's good to see you again, my friend. I have no doubt of that haha! Best regards
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I posted it on their discords but they didn't respond yet lol. I assume they are really busy, just like I usually am. So I don't think I would have time to help them, but thanks for the comment!
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Hello, it's been a while since the beginning of the year, but I finally finished the machinima I was working on and I just wanted to share it here. I spent 3+ years on this since I first started it soon after the covid hit the world. Obviously I didn't work every single month on it but still it took way longer than expected. It's a second part to another machinima I did back on summer 2015 when I first started modding Kotor. Since then I learned a lot about the game and really put to use the best that the new tools can offer. So I really have to thank the community for that. Here's the link: Texts are in Spanish but I added English subtitles where necessary. If you wanna see the first part you can go to the same channel or watch it here: I really hope you can enjoy this, even if the story makes no sense lol. I plan on moving on to another projects, so I won't be doing Kotor modding for a time (not that I was already too active or anything anyway lol). I'm still going to visit this site regularly and try to help some people if they have questions, maybe even create some little mods that I have on the request list. I still have to look on MotionBuilder and stuff to maybe make animations easier. One day I will come back and create those Selkath animations. Cheers!