DarthParametric

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Everything posted by DarthParametric

  1. OK, fixed. Redownload from the link posted above. Weirdly I got some odd bug with the danglymesh hair looking like the diffuse/ambient wasn't set at 1.0, even though they were. Had to go back and decompile the earlier version.
  2. Version 1.0.0

    2,828 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. 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. 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 Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  3. Ah, I never would have thought of that. I split the lips out as a separate smoothing group, but the mouthbox was presumably still sharing the same group as the rest of the face. I'll compile a fixed version of the model and test it out.
  4. I'll play around with it, but it probably requires input from @bead-v and @ndix UR on what might be done.
  5. I've tried recompiling it with both MDLEdit and MDLOps, but I'm getting some shading issues at the mouth corners not present in the original model. I've tried it with the original smoothing groups and creating new ones but the issue persists. The other thing I realised is that it's still not drag and drop for 3rd party texture mods anyway, due to the differences between portrait names and DS transitions in K1. You'll need to remove the leading 0 from the portrait filenames, and adjust both DS transition and portrait names to account for K1's DS transitions going D1, D2, D3, D. You can test out this version while I try and resolve the model issues - https://www.darthparametric.com/files/kotor/k1/[K1]_TSLs_PFHC05_Ported_To_K1.7z
  6. I was talking purely about using 3rd party reskins. The head model needs to be recompiled for K1. You need to decide whether you want it to replace K1's PFHC05 or have a new designation.
  7. Trying out something new:

    TSL_TOR_Ported_Mask_Eradicators_Mask_Tes

    Still need to fill in the back after I chopped off all the head and neck parts of the original, plus add a shadowcaster mesh and fiddle with envmaps (ugh).

    1. ebmar

      ebmar

      Quote

      Envmaps work the same in both games.

      Noted- thanks for the info! :cheers:

    2. DarthParametric

      DarthParametric

      An obvious inclusion for experiments:

      TSL_TOR_Ported_Mask_Revan_Mask_Test_01.j

    3. ebmar
    4. Show next comments  324 more
  8. The textures from that other mod would be compatible in layout, but would not be a case of simply dropping in the Override folder - at least assuming you wanted to leave the existing K1 heads intact. K1 already has a PFHC05, so unless you plan to replace that, you'd have to rename the TSL PFHC05 into something else, then rename the textures accordingly. Of course if you just want to outright replace K1's PFHC05 then that makes things simpler. Any TSL PFHC05 texture mod would be a straight drop-in override just like they would be in TSL.
  9. TalkEd is part of TSLPatcher. That's required for what I was talking about. Like I said, read the manual.
  10. 100s of hours of modelling, mapping, texturing, rigging, setup, testing.
  11. Those aren't ports, they are all new models. And it's not really practical to port TOR astromechs anyway because of the requirement of accommodating the KOTOR animations and rig layout.
  12. Hah, ok, it's all my fault. I didn't bother actually looking at what was in the mod. Fixing it now, will upload a revised version shortly. Edit: OK @runtwolf, try redownloading it from the link above. It should work now. Apologies for the mixup. I'm not sure who I made the mod for originally, but it would have been in the no porting era, so it lacked the K1 portraits, but more importantly it didn't add any entries to portraits.2da, so it wouldn't appear as an option during character creation. I can only assume that it was for someone that was planning to change their appearance with KSE during an existing game.
  13. Probably best to do it in Illustrator/Inkscape, convert it to outlines, then just drag the points around as needed.
  14. So here's something interesting. Due to the way achievement data was stored by Steam, people were able to reverse-engineer exact player numbers for those games that had implemented achievements, approximately 13,000 games or just over half the games on Steam. Details are provided in this Ars Technica article - https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ TSL is listed as having 1,529,038 players, which is pretty damn impressive given some of the titles with similar numbers. Of course the game is often on sale for as low as $2.50, so I imagine it has been an impulse purchase for many people. Although as pointed out in the comments, this data is only since achievements were added, so anyone that bought the game on Steam but never played it after the Aspyr patch came out is not included, so the true figure of all owners is probably closer to 2 mil.
  15. Yeah, my bad, I didn't really explain it well. You need to duplicate the original lines and modify as appropriate, which are stored in append.tlk. This, as the name suggests, is appended to dialog.tlk. Then the relevant dialogues or scripts (in this case) need to be pointed to the new modified strrefs. This is all explained in the readme PDF that comes with TSLPatcher.
  16. Steam is sloppy about unsubscribing from Workshop mods. You'll want to check the folder locations and see if you need to manually delete anything. You should also delete the Modules and Override folders from the base game directory, then in Steam right click on the game, Properties -> Local Files -> Verify Integrity of Game Files and let it redownload the missing files. Then you'll want TSLRCM. You can either subscribe to it on the Workshop, and then manually install mods to its Workshop folder, or download the manual installer from here on DS and install it to the game folder just like you would for the GOG or CD versions. Copying and pasting what I said in another thread: Run TSLPatcher. It will ask you for the location of the game. If you are using TSLRCM (or TSLRCM + M4-78 combo) from the Workshop, you'll need to use that as the installation location. If you are using the standalone Workshop version of M4-78, you need to use that instead. If you are using any other Workshop mod that alters 2DA files, you are probably screwed. Locations: Base game folder - <Steam or SteamLibrary>\steamapps\common\Knights of the Old Republic II TSLRCM (English) Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\485537937 TSLRCM + M4-78EP combo (English) Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\1402798020 M4-78EP Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\485560877 By default the Steam root directory is usually C:\Program Files (x86)\Steam but substitute your location, or that of the Library if you are using one (Workshop items reside in the same Library as the parent game).
  17. Yeah I don't have the font, so I just manually connected them. But I remember using them in the past. Is it called something like Star Vader? Although I guess there are probably a bunch. Anyway there should be a SW title font that will properly connect letters by switching between uppercase and lowercase, and they should also have joiner pieces as extra characters. Read the readme that came with it I guess.
  18. Are you using the Steam version of TSL with Workshop mods?
  19. Haha, see? I told you to ditch the normal map. It's not really needed for what you are doing. Well, not this version anyway. By the way, looks like you need to connect the bits of your font together there. You might want to try switching between upper case and lower case, as usually those Star Wars fonts have provision for extension pieces to link letters. It should look something like this:
  20. Run TSLPatcher. It will ask you for the location of the game. If you are using TSLRCM (or TSLRCM + M4-78 combo) from the Workshop, you'll need to use that as the installation location. If you are using the standalone Workshop version of M4-78, you need to use that instead. If you are using any other Workshop mod that alters 2DA files, you are probably screwed. Locations: Base game folder - <Steam or SteamLibrary>\steamapps\common\Knights of the Old Republic II TSLRCM (English) Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\485537937 TSLRCM + M4-78EP combo (English) Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\1402798020 M4-78EP Workshop folder - <Steam or SteamLibrary>\steamapps\workshop\content\208580\485560877 By default the Steam root directory is usually C:\Program Files (x86)\Steam but substitute your location, or that of the Library if you are using one (Workshop items reside in the same Library as the parent game).
  21. View File TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for K1 For those that crave an identity crisis, this mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to K1 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 meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. In an act of ultimate laziness, the mod currently uses all the same portraits as the TSL mod. I might eventually update them to make them more K1-like. 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 07/07/2018 Category Mods K1R Compatible Yes  
  22. View File TOR Ports: Kira Carsen Female Player Head for K1 This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to K1 as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal, given that the most difficult element is reskinning the face. 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 meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. In an act of ultimate laziness, the mod currently uses all the same portraits as the TSL mod. I might eventually update them to make them more K1-like. 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 07/07/2018 Category Mods K1R Compatible Yes