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Everything posted by DarthParametric
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Making assumptions based on filenames is often going to lead you down the wrong path. For example, the gardens in the Residential 082 East/West modules (203TEL/204TEL) use DAN_Grss for the ground texture. Extracting the level models is the only practical way to know for sure what textures are being used. That said, TEL_fl02 does appear to be used in the TSF room in Entertainment Module 081 (202TEL), so if an edited copy in the Override is not showing up then something else is going on.
- 11 replies
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- photoshop
- kotor tool
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(and 3 more)
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List the specific file names of the textures you are editing and the module you are trying to change them in.
- 11 replies
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- photoshop
- kotor tool
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(and 3 more)
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Help with issue with (re)Texture
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
What's your TXI semantic? I imagine the original would have used blending punchthrough Edit: Looking at the original TPC it appears not. No TXI data at all. Also, make sure your diffuse background extends beyond the borders of your alpha mask, in order to prevent bleed causing the outline you describe. -
As I said above: Like the full-on Clone Trooper stuff? While I like the look of some of it, it has never really struck me as lore-appropriate for the period. Edit: I've converted the female version, at least for TSL: You can see the occlusion conundrum in the last two videoes. In the current hierarchy configuration, the arms properly occlude the legs when crossed in front of the body. Yet as a result they are also visible through the legs when behind the body. If you change the hierarchy to fix the second animation, then the legs are visible through the arms in the first animation.
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A tip for anyone using Max and exporting a lot of models via KOTORMax and starting to experience slowdown in the process. Open a Listener window (F11) and type/paste in:
gc()
This is the inbuilt "garbage collection". It's supposed to run automatically, but I think it is probably broken on modern systems with oodles of RAM. Note that this will flush the undo buffer, so probably don't do it while in the middle of editing a file.
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I think I have most of the hologram issues sorted out now, at least within the limits of what is practical with the engine: I've also added a ceremonial sash, similar to what is painted on the original K1 Saul uniform, but this one is an actual 3D mesh (swiped from the TOR Imperial Officer model): I'll do a female version for Admiral Dodonna in K1, although her hologram version might be a pain. K1 did holograms differently to TSL. I was thinking I can also do a plain version with no shoulder bars and changed up rank insignia for the captain, nav officer, etc. Edit: Added the Cede and captain versions: Although I've since gone back and also removed that black block on the collar. Still haven't swapped the boots yet though. Now on to converting the female model.
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Trying out a new Republic officer uniform: Although of course that introduces a bunch of new problems with holograms: I'll have to lop off the arms at the shoulders and have them as separate meshes. Not sure what to do about the neckline. Either the neck shows through the collar, or the collar shows through the neck, depending on hierarchy order. I'm also not a fan of the boots. I think I'll swap them out for something more suitable.
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Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
No need now. I was thinking about possible ways to get at the texture, but @ndix UR swooped in with those magic tools. That shouldn't be tricky from a mechanical perspective. It's a pretty simple animation. If you are planning to make something from scratch you could always just model it around something existing so you can swipe its animations. -
There'd be no point using an Edit Normals modifier currently. KOTORMax makes no use of Max's normal data. It only takes the smoothing groups.
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Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
Do you have a save in that room you can share? -
Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
Here you go: fx_ritual01.7z -
Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
What's the source? I can see "sith_ritual" which uses the "SithRitualEffect" placeable. It uses Fx_Lightning and fx_Smoke. Interestingly, fx_Smoke is a flipbook but has no TXI data. FX_Lightning_and_Smoke_Textures.7z -
Using an Edit Normals modifier at the top of the stack will let you unify normals along seams without affecting the skin. As I have discussed with bead-v before, this was the behaviour of the Dragon Age Origins Max I/O script.
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Yeah the plan was to replace the vanilla mask. Like the Eradicator mask I'll have to make a new backface for it, as in TOR it's always used with the full head covering. Don't get your hopes up. Anything with capes or other flappy bits is probably too much trouble to deal with. I think they are meant to be, yeah. In TOR it is called "Restored Triumvirate" armour. But it's more like a K1 Sith Trooper body with a TSL Commando-style helmet. I was thinking of doing a variant using the vanilla K1 helmet. Could probably do one with the vanilla TSL helmet as well. From here:
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I figured I'd post some pics as I mess around with various TOR stuff, figuring out what works and what doesn't. I posted these in a status update the other day: And here's the latest experiment: But those bloody envmaps, ugh. So terrible. They ruin everything. Edit: Although @Darth_Sapiens' CM_baremetal replacement is a lot nicer: Edit 2: Sapien's CM_SpecMap is arguably better again. Shiny, but not an overpowering mirrored chrome:
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Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
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https://www.darthparametric.com/files/kotor/tsl/[TSL]_Mira_Movie-Style_DS_Eyes.7z I've added TXIs to the previous archives, so you may want to re-download those.
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Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
I was wondering if TOR might have some suitable replacements for those pole dancing statues. They look pretty terrible by comparison to your fancy new statue and are letting the side down. -
Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
Hrm, can't say I'm a fan of the new colour to be honest. The original pic looked better to me. The new version looks far too red. -
Oooh, nice. The whole city would make a nice loading screen backdrop. One thing I never worked out is why Obsidian didn't paint a hole on those defence canon barrel ends. Surely a black circle wouldn't have proved too taxing. They could have at least pointed them in the opposite direction so it wouldn't be directly facing the player. It bugs me every time I see it.
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Released: It annoys the hell out of me, but unfortunately I wasn't able to get a good transition between the body and head. Maybe someone else can take a crack at a retexture.
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View File TOR Ports: Pureblood Sith Male Player Head for TSL This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. 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. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. 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 and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 07/11/2018 Category Mods TSLRCM Compatible Yes
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MOD:TOR Ports: Pureblood Sith Male Player Head for K1
DarthParametric posted a topic in Mod Releases
View File TOR Ports: Pureblood Sith Male Player Head for K1 This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male 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. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. 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 and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 07/11/2018 Category Mods K1R Compatible Yes -
Here you go: https://www.darthparametric.com/files/kotor/tsl/[TSL]_PFHC02_Movie-Style_DS_Eyes.7z https://www.darthparametric.com/files/kotor/tsl/[TSL]_PFHC05_Movie-Style_DS_Eyes.7z
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Freedon Nadd's Tomb Statue WIP
DarthParametric replied to VarsityPuppet's topic in General Kotor/TSL Modding
Were they? Shows how much attention I paid to them then. Looking forward to seeing a video if it.