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Everything posted by DarthParametric
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Got some more, although they aren't really supposed to be used with heads with hair (but meh). And if anyone wants to make suggestions for replacements, here's a chart of what the vanilla masks look like: Edit: And a couple more to round out the evening's work:
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Arcann's mask cut in half and mirrored makes for a pretty good full face mask. Or if you prefer to get your temple guard on: Although there are some clipping issues with hair on certain heads, like Hispanic Mullet Man above. Might have to play with that a bit. Edit: And to replace the Tulak Hord helmet in K1 Generally full helmets don't work too well without being scaled up to ridiculous proportions, but this was already pretty giant to begin with, so it shouldn't be too bad for a decent percentage of player heads.
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Sounds like user error. Since the removal of the porting ban, I have moved models between both games and had no issues. You need to describe your workflow in detail.
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Some additional masks: I still need a few more, particularly for the full face masks, but I have enough to start trying to figure out what replaces what. I plan to edit UTIs to point to the new models, rather than just overwrite the vanilla models. That will allow for swapping things around a bit. Here's how the vanilla items are set up: I figure the Eradicator mask in the first post is an obvious choice for the Sith mask, but I'm open to suggestions for which other items should get which model.
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[KotOR] Oddities with "Dwindling Supplies" Quest
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
DAN_PLANET_PLOT perhaps? Or maybe LEV_ESCAPE after leaving the Leviathan? There should be something in the galaxy map script that checks whether or not you can still travel to Dantooine, so that should be what you are looking for. Edit: Looks like that script references K_CAPTURED_LEV. -
Disadvantages of Mandalore's armor (in-game without a helmet)
DarthParametric replied to todevuch's topic in Mod Requests
Very odd, and even stranger that it should be an issue in the first place given that it doesn't exist in the P_MandaloreBB model. But problem solved I guess. Thanks for figuring it out. -
No, the glow is via self-illumination, Odyssey's implementation of emissive. Similar to how emissive in other engines works, it multiplies the texture via some colour value (typically only greyscale in vanilla models, but you can use RGB values). However, unlike in other engines, KOTOR's self-illum does not make use of an emissive mask, so the entire mesh with the self-illum flag will glow. This is why you typically need to split the emissive sections out into their own mesh. That's why they came up with using CM_Bright, as an alternative way to fake emissive where the pattern is far too complex to split out as a separate mesh. But as you say, you can't combine that with other envmaps. Here's how I've done the self-illum meshes for that first visor: Only the mesh with the lights uses self-illum, so the rest of the model is not affected.
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Disadvantages of Mandalore's armor (in-game without a helmet)
DarthParametric replied to todevuch's topic in Mod Requests
The weighting is definitely different for that torso vert in P_MandaloreBB, but I'm still not seeing how that could cause a whole poly to disappear. I'd expect a gap around the edges, but not a hole. It also looks to me like the missing poly in the pictures above is different to the one with the mismatched skin weights (although that could just be due to the pose deformation). -
Depends on the specific model. Something like a mask isn't typically too much work. Mostly repositioning and scaling the mesh to suit. Although in order to make effective use of KOTOR's self-illumination for the emissive parts of the texture, extra geometry typically needs to be added. This might be editing the original mesh and then repairing the UVs, or creating entirely new meshes. This is because self-illum is set per-mesh, so unless the majority of the texture is black then the entire thing will glow. For heads, as well as repositioning/scaling there needs to be a lot of mesh work to deal with KOTOR's limitations. That means splitting out the eyes, mouthbox/tongue, and teeth as separate meshes. Then the whole thing needs to be skinned to KOTOR's rig. Bodies are probably the biggest pain, because they are in more of a modern-style A pose. So as well as just scaling, the arms need extensive repositioning to match the KOTOR rig. Once that is done they then need to be skinned to the KOTOR rig. In addition to that, a more general issue with the import scripts is that its implementation of generating smoothing groups results in a mess that needs to be cleaned up. I think this is probably due to the way the mesh is split, so the first step is welding and then re-generating smoothing groups, manually assigning them where necessary.
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Disadvantages of Mandalore's armor (in-game without a helmet)
DarthParametric replied to todevuch's topic in Mod Requests
Cool, glad it worked for you. Although I am still scratching my head over the arm issue with the original P_MandaloreBD. Perhaps @bead-v and @ndix UR could shed some more light on it by examining the binary model. -
Playing around with some of the Jedi Knight visors. I think they will be good replacements for some of the vanilla masks: I haven't adjusted the textures yet, so they are still their default (mostly) brown. I also need to add some glow meshes for the first one, like you can see in the second and third ones. I think I'll also use an envmap for the lenses, give them a bit of reflection. Perhaps the first two could also have their lenses changed from black to something more bluish like the other two.
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Disadvantages of Mandalore's armor (in-game without a helmet)
DarthParametric replied to todevuch's topic in Mod Requests
It looks fine in Max. There are no missing/flipped/overlapping polys in that location that I can see: Edit: OK, I have replaced the torso and arms with the P_MandaloreBB versions. Redownload from the link above. -
Disadvantages of Mandalore's armor (in-game without a helmet)
DarthParametric replied to todevuch's topic in Mod Requests
The back two are holes where the hoses from the helmet would connect, so that's expected. They would need to be manually fixed. The hole in the arm is odd though. If the back needs to be fixed anyway, I'd probably just switch to the full body model as a basis and lop off the head. Edit: Looking at the vanilla P_MandaloreBD, I don't see any missing or flipped polys in the arm (there were some duplicate polys on the back though). Try this version with plugged holes in the back https://www.darthparametric.com/files/kotor/tsl/[TSL]_P_MandaloreBD_Hole_Plugged.7z -
No, there is no specific KOTORMax thread (aside from the release and support threads). It was awaiting the creation of the promised Tools subforum. Edit: This thread is still pinned by the way - https://deadlystream.com/topic/4905-mod-of-the-year-voting-2016-kotor/
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There are a few other stickies you could put a broom through while you are at it. The general modding sub-forum still has stickies for the 2016 mod of the year voting, and for NWMax which is now well and truly deprecated with the advent of KOTORMax.
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mod requests Porting Mandalor armor without a helmet from TSL to K1
DarthParametric replied to todevuch's topic in Mod Requests
It's cut content. It's was intended to be used with the bearded Canderous head. It was reinstated by TSLRCM for one of the holograms T3 can show you. -
Ah yes, I forgot about that. Although testing it out, it crashes for me on Win10.
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mod requests Porting Mandalor armor without a helmet from TSL to K1
DarthParametric replied to todevuch's topic in Mod Requests
You need to decompile the model, then recompile the ASCII against the K1 S_Female02 binary supermodel. It's no different to compiling any other model. It uses the same rig as K1, so there's nothing special required in this case. You'd also need to add/change appearance.2da rows as appropriate. As @todevuch alluded to, TSL includes a body-only model, P_MandaloreBD. -
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It's an especially good practice to get into before modding TSL. For example, n_twilekf001.utc is used 6 times there. As I said above, K1 is generally pretty good with unique resrefs. I'd say around 95% of its resrefs are unique. But TSL, ugh. So many re-used/duplicate resrefs.... Edit: I should clarify that I am talking specifically about character resrefs here. K1 is much more generic when it comes to resrefs for things like placeables.
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Hah, so doing a search in KTool, I can see one other instance of n_twilekf001.utc. The way the search tool works though doesn't specify the parent module. So I looked through every damn module in the game and where do I find it? STA_M45AD - the final level of the Star Forge. In other words, it's the UTC used for the Easter egg cheat "dancedancemalak". Given that, you are probably ok to keep it as-is, but this should be a lesson for future modding efforts: don't half-ass it, do it right the first time.
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That's irrelevant if the resref (i.e., filename) is the same. K1 is generally fairly good about unique resrefs, but with such a generic name chances are high that there will be a clash. I suspect you'll almost certainly need to do a proper module injection.
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Help with issue with (re)Texture
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
It would appear to be an odd sort of greyscale bumpmap, almost pure white, so I'm not sure how significant it would be. Curiously neither TPC contains any TXI data, so I'm not even sure it is being used. Although the fact that the bumpmap has an alpha mask supports @ndix UR's suggestion regarding normal maps and alpha transparency. -
Help with issue with (re)Texture
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You'll be wasting your time with normal or bump maps for leaves/branches. Aside from the fact that you'd not notice the difference, it's not compatible with alpha transparency. But to answer your question, no, you don't need Max/GMax. The flag can be set in the ASCII, as JC said, or in MDLEdit you can just go to Edit -> Textures and tick the box next to the one you want to use a bump/normal map. Note that if using a normal map it must be converted to a TPC. A TGA will cause the game to throw an error on loading. -
I'd appreciate it if you could determine the specific source of the models. I'll probably need to add a custom Revan hologram model to prevent anyone else having the same issue, but I'm not sure why it is even crashing in the first place. You'll also presumably want to add the model back to your Override so whatever mod that added it in the first place isn't affected.
