DarthParametric

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Everything posted by DarthParametric

  1. I see nothing in the textures at least that should cause any problems. If it's the Aspyr version of TSL you are talking about, then it affects all saber hilts, as it's a bug Aspyr introduced into the game (one amongst many).
  2. Glad you got it working. For future playthroughs you can probably make your life easier by avoiding the Workshop.
  3. DS points is just fine. Got to balance out all the LS pollution.
  4. Here you go: https://www.darthparametric.com/files/kotor/tsl/[TSL]_Handmaiden_Movie-Style_DS_Eyes.7z
  5. If you are using a non-vanilla head added by a mod, you'll need to edit its appearance.2da rows. If it was from the Workshop, then that will mean editing the appearance.2da in that folder, and not the base game or TSLRCM's Workshop folder.
  6. So you want to replace the existing DS transition textures with the LS face and just add different eyes? What type of DS eyes? Yellow, orange, red?
  7. You filthy robosexual. Best girl-droid Scorpio romance when?
  8. The jacket model is P_AttonBB. Changing the male player modelb column value from N_CommM to P_AttonBB will make them use Atton's jacket when wearing clothes. You'll also want to set the texb and texbevil columns to ****. I'd be surprised if there isn't already a mod somewhere that does this.
  9. What mod was that? I don't recall ever hearing about black, but I know in the Aspyr version of TSL there's a shader bug that causes sabers to turn grey. This one has Luke's hero, V2, and shared stunt sabers. I doubt you are ever going to get a more comprehensive collection.
  10. I see he has the requisite pole dancers, as any good Sith lord should. Your envmap turned out pretty good, judging by that shot. Although seeing it with camera movement is always the real test. What did you use?
  11. OK @Kainzorus Prime, here are the fruits of my latest labour: It actually turned out a lot better than I was expecting. There are probably a few areas that could use some weight tweaks, but otherwise it worked pretty well straight out of the box. I just need to tweak the neck area of the body texture to try and get a better blend at the join.
  12. Congrats on the release. Now go actually play - and finish - the game.
  13. View File TOR Ports: Jaesa Willsaam Female Player Head for K1 This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 07/09/2018 Category Mods K1R Compatible Yes  
  14. Added my own touchups: Could still use a little bit of touchup around the beard. Oh, and the UV map. Revan_Head_d_v3.7z TOR_Revan_Head_UV_Map.7z
  15. It's a good start, but it still needs work IMO: I might get around to it playing with it at some point, but it's low on the priority list.
  16. Version 1.0.0

    2,647 downloads

    This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  17. No, not at the moment. There's no point without a suitable texture.
  18. Unless you have a head matching the UV layout, no.
  19. The left cheek has mirrored UVs in order to maximise pixel density, which is why that corner is cut off. head_human_caucasian_revan_m_d.7z
  20. If you are volunteering to hand paint out the scars/wounds from the texture, then sure.