DarthParametric

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Everything posted by DarthParametric

  1. Those are just the reskins/rework of Jolee's robe. Again, they use the same rig and require no special preparation. The only thing to note would be using the female supermodel for the female version. Edit: Like so: The ones that won't work are N_DarkJHiM/N_DarkJHiF, as they are a variant of PMBMM/PFBMM and thus have a skirt requiring the TSL rig and animations.
  2. @eNoodles: You seem to be making your life unnecessarily difficult. The TSL Sith Assassin is just a mildly reworked Sith Trooper. It has an identical rig. It's a simple case of just compiling against the K1 supermodel. There is no special technique required. As JC suggested, make sure you are not decompiling the binary via KTool. I would advise anyone working with models to extract the entirety of model.bif (also player.bif for K1) to a folder on your HDD. Then you can easily fish out the particular binary models you need and decompile them properly. I would also second the suggestion of using MDLEdit for new users. MDLOps is more or less a black box. You feed it something and it either works or it doesn't - it provides very little in the way of feedback. MDLEdit is a bit more communicative and will typically let you know when you are doing something wrong. They are in models.bif, along with most of the other models. As above, and as I have suggested to you previously I believe, I would recommend you extract the entire BIF instead of using KTool every time.
  3. I can go back and edit initial posts and add polls to threads from 3 years ago, so it's not some pre-update thread thing. Possibly there is a thread length cutoff seeing this is 9 pages. You'd have to ask @Tyvokka
  4. @Tyvokka The site has cleared porting, but where do you stand on the all important issue of jailbait mods?
  5. I can take a sledgehammer and smash two metal objects together until they sort of fit. That doesn't mean I'd be advising other people to do the same. New users should be taught how to do things properly. One reason why that wiki sure would be handy....
  6. You only want to be using the supermodel for the game you are compiling for. If you are compiling for K1, use K1's supermodel. It should also go without saying that the model must share the same rig as the supermodel. You can't use TSL robes with K1's supermodel, as they have different rigs (all the extra bones Obsidian added for the flappy bits).
  7. B is what it should be, body-only. F is full body (i.e. integrated head).
  8. And what is the value of the modeltype column? The supermodel is S_Female02. You need a copy of the binary supermodel in the same folder as the ASCII model to compile against. You should get a warning if you don't. What are you using? MDLEdit or MDLOps?
  9. The supermodels contain all the animations. You've obviously grabbed one of the walking/running animation mods. Delete them all from the Override if you want to return to the vanilla animations.
  10. If it is being used to replace the Dark Jedi, that's a full body model, so doesn't use a head. The appearance.2da line would need to be amended.
  11. I'm not sure what it is exactly that you are having issues with, but check your Override for supermodels: s_female01.mdl/mdx s_female02.mdl/mdx s_female03.mdl/mdx s_male01.mdl/mdx s_male02.mdl/mdx
  12. That's really something you should be directing to @ndix UR. It would be better to update the existing mod rather than make another one. Also, please don't needlessly quote the entirety of large posts like that. It just clutters the thread and makes it harder to read (and it's also a pain in the ass if I want to go back and edit things). If you want to bring something to the attention of a post author then quote a specific line or just use the @ symbol with their username to tag them.
  13. Today is the 49th anniversary of the moon landing, July 20 1969. Kind of lame how far behind we are in space travel. When I was a kid growing up with the early days of the Shuttle program, having models of it hanging from the ceiling of my bedroom, I figured we'd well and truly have giant space stations and moon/Mars colonies by this point.

    1. ebmar

      ebmar

      Pink Floyd's "Dark Side of the Moon" playing in background.

    2. Mutilator57

      Mutilator57

      Well it only took Australia until now to create a space agency but hey, better late than never!

    3. DarthParametric

      DarthParametric

      They were talking about building a spaceport at the top of Cape York about 20-odd years ago. If they'd have done that we'd actually have a functional space industry now, rather than just thinking about how it might be nice to have some time in the future.

  14. Here 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.
  15. Just export the skin weights and load them back in, manually assigning the unlinked bones? Should take 30 seconds.
  16. How do internal engine calls to case variants work on *nix systems? I know it fails on external calls like textures and GFF files.
  17. You can either use a location armband like WhereAmI and run around in-game, or you can load up the level in GMax/Max and derive them that way.
  18. NPCs are defined by a creature template, a UTC. Their position/orientation is defined in the module's GIT file. Basic idle animations are controlled via the scripts defined in the UTC. For background NPCs that are just static/standing around, you should be able to duplicate an existing NPC in the module and edit their specific details like tag/resref, name, appearance, etc., then add the positional detail for the new creature in the GIT. If you want more advanced behaviour, like patrolling/wandering around, this is done via scripts and waypoints. Again, looking at how existing NPCs work will get you most of the way there. Once you have everything in place, you will need to package up a copy of the entire module with your additions as a MOD.
  19. Looks like a good improvement over the original, but my suggestion would be to get GLIntercept and use the freecam to zoom in for better screenshots. You can also try Googling "boab" for some reference material, seeing as that appears to be the kind of style they were going for. And if you really wanted to change things up, you could consider editing the level models and adding more/bigger leaf planes.
  20. How's the length compared to a KOTOR character model? The proportions seem like it's a little short to me (or conversely a little too wide).
  21. I thought you were supposed to be playing the game? Are you still screwing around on Taris?
  22. It would be good to get some formal updates for both KMax and MDLEdit on their respective release pages. I can't keep track of all these informal updates.
  23. I've encountered some odd behaviour with the area tools. When loading K1's STUNT_57 layout it is duplicating most of the room models. It moves the empty duplicates to the correct layout positions and leaves the actual room models at world zero. Here are the relevant files: STUNT_57 - Rakatan Temple (LS End Scene).7z
  24. Weird. How did it manage to do that? Due to something Max does? And how did MDLOps manage to deal with it? There were no noticeable issues in-game with the compiled models it produced.
  25. So with the performance gains I decided to try getting rid of all the sprites and seeing what happened. This is what I came up with, 180K polys worth of static meshes: Somewhat surprisingly, the performance hit was fairly minimal. Something like 5-7fps. I'm interested to see if that improves with a condensed, monolithic mesh version, assuming I can get MDLOps to compile it. I'm not a fan of the apprentices/Sith, but they are placeholders. I'm wondering whether I should use some of the TSL models, maybe in conjunction with a separate mod that replaces all the K1 Dark Jedi with those as well. Edit: OK, god damn, it took MDLOps well over an hour (!) to compile, but I finally managed to test the monolithic mesh version of the crowd. As with the level model, it was a noticeable improvement, once again returning to a solid 60fps. So it seems that the real issue at play here is entity count? Too bad there's no practical way to animate the crowd as a single mesh (I think it would only be possible with PLA - point level animation). @ndix UR: What is your analysis of this performance issue?