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Everything posted by DarthParametric
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Well I can't make your life too easy. Especially when you serve up such easy pickings.
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Heh. Who'd be a forum owner/admin, huh?
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Wow, so first porting is cool, and now the site is hosting cracks. There really is a glitch in the Matrix. I particularly enjoyed how the threads were locked to prevent discussion. Nice touch.
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So did the Beks and Vulkars ever get any official logos? It seems like there must have been some concept art for it or something at least. After all, what's the point of being in an illegal biker gang if you don't get a sweet jacket with a cool logo like a flaming skull on it?
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Considering how simplistic the Empire and Rebel Alliance Logo's are two backwards italicised Cs would make sense for a Star Wars Motor Cycle club.
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There are Bek Nikto as well, though. I remember at least one. And of course they're used as random non-gang Nikto throughout both games.
I want to say they put gangs into the game without considering the mandatory gang colors. ...Nah, that can't be it.
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I'm sure they considered it, along with various other things, but it was likely beyond the practicalities imposed by the hardware and the engine.
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For Max you'd typically see something similar to what you have as default UVs: But personally I prefer something like: One reason is that in ye olden days, old MDLOps was a nightmare trying to deal with UV seams. You'd have to break/detach all island edges or you'd wind up with your UVs being destroyed. So that default style of unwrap would have lots of nasty hard edges. That aside, texture seams across the middle of big, continuous surfaces is typically a bad idea in general. But I guess a lot depends on the topology of the mesh and how you are generating your textures.
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I'd hazard a guess that it's tied to mirrored UVs. Might need to try a fully unmirrored head and see what happens. Edit: OK, it seems like this might be an artefact of using GLIntercept? If I turn on solo mode and just run around using the standard game 1st person camera it seems to be smoothing across meshes properly on all sides. But when using the GLI FreeCam you get the weird shading issue. I guess it's related to how it doesn't re-render culled offscreen elements? Edit 2: Yes, my bad, it was GLIntercept. I didn't realise it previously, but by default it has a lighting adjustment function and that seems to have been screwing the shading up. By setting: AdjustGLLighting = False; in GLIntercept\Plugins\GLFreeCam\config.ini it is disabled and the shading in the game remains working properly. Apologies for besmirching your honour @bead-v.
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On further examination it seems like the problem still exists, but that it also apparently exists in vanilla models as well: So I guess it is fixed in the sense of working in the same way as the game does, but the question is can it be truly fixed to work better than the game does with averaged normals along mesh boundaries to eliminate seams altogether? Edit: Seems like an error on my part? See below.
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That's the unwrap. It's how you apply a 2D texture to a 3D object. Think about the sort of thing you probably did as a kid, making cubes and other shapes out of paper: It's the same idea, just in reverse. The texture will conform to the unwrap. You can use a template like that when texturing by hand.
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DarthParametric replied to clone3797's topic in Knights of the Old Republic General
Right click on the game folder, choose Properties, uncheck Read-Only, hit Apply. And you really shouldn't install things in Program Files. That just causes problems. -
That's the usual behaviour for default UVs when creating new geometry. They probably never bothered manually unwrapping that object. I'd advise against the unwrap for that top object. While splitting apart the polys like that will eliminate any stretching or compression, it will be a real bastard to texture unless it is just a flat, solid colour. Is that like a half-sphere or something?
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Just tested with the Visas head and it does indeed appear to work. Hurrah!
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As I mentioned in another post a while back, they were likely using Max 4 at the time, which is basically what GMax is (it's just v4 with some of the features ripped out). Max's UV tools aren't fantastic, but they certainly aren't bad enough to excuse some of the work Bioware came out with. I have to wonder whether some of it was automated via script or something.
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And then you see some of the layouts Bioware shat out for K1 and you wonder how is that the work of a professional development studio?
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Unwrapping is an entire art unto itself.
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DarthParametric replied to clone3797's topic in Knights of the Old Republic General
The version of Windows has no impact on the resolution, only what difficulties you'll have in getting the game to run properly. Using UniWS (and subsequent patching using @ndix UR's mod for K1) is no different whether you are using 7, 8, or 10. -
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.
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@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.
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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
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@Tyvokka The site has cleared porting, but where do you stand on the all important issue of jailbait mods?
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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....
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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).
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B is what it should be, body-only. F is full body (i.e. integrated head).
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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?
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Running Animation Issue?
DarthParametric replied to DarthVarkor's topic in Knights of the Old Republic General
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.
