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Everything posted by DarthParametric
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PFHC03 is already in TSL, just unused. PFHC02 would have to be ported.
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Ah, just backfaces to the existing skirts.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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It needs to be patched with TSLPatcher. Presumably you could add that to the assassin mod.
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Nicely done. That waistline always bugged the hell out of me. Is the cloth meant to be a single piece draped over the belt chain, folded in half effectively?
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TOR Ports: Kira Carsen Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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Yeah looking at the source it appears the button isn't an image but a CSS element <a href="https://deadlystream.com/files/file/xxxxx" class="ipsButton ipsButton_primary ipsButton_fullWidth ipsButton_small">View File</a> I guess I'll just make my own button then. With blackjack, and hookers.
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@Kainzorus Prime: Did you want that exact head you linked to in the first post? It looks like the same mesh variant as Lord Abaron, the purity-obsessed bloke on Korriban - https://swtor.jedipedia.net/en/npc/lord-abaron - which makes things easy. Edit: Initial in-game test I need to adjust the eyelids, tone down the weights a tad. There was a lot less to work with on a male head compared to the female eyelids.
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Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
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I think we need an Oola emote in order to properly rate this mod. I'd be interested in seeing a before and after pic to see the body adjustments. Did you get rid of the ridiculously tiny waist?
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MOD:TOR Ports: Kira Carsen Female Player Head for TSL
DarthParametric posted a topic in Mod Releases
View File TOR Ports: Kira Carsen Female Player Head for TSL This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL 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 since the most difficult part is reskinning the face. 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. 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 Submitter DarthParametric Submitted 07/06/2018 Category Mods TSLRCM Compatible Yes -
It seems like editing an autogenerated post created in the release forum breaks its initial formatting, including losing the "view file" button. It sure would be helpful to be able to see the underlying BBCode.....
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Version 1.0.1
2,311 downloads
This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL 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 since the most difficult part is reskinning the face. 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. 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 -
View File TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for TSL This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL 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 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. 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 Submitter DarthParametric Submitted 07/06/2018 Category Mods TSLRCM Compatible Yes
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Version 1.0.1
4,208 downloads
This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL 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 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. 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 -
The lines are in dialog.tlk: <string id="113781">*** <CUSTOM30> Sith assault troopers remain ***</string> <string id="113782">*** 1 Sith assault trooper remains ***</string> <string id="113783">*** Sith Troopers have boarded the Ebon Hawk, prepare to repel boarders. ***</string> <string id="113784">*** All Sith assault troopers defeated ***</string> You'd need to edit those lines.
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Presumably you have pointed KTool at your install directory via a registry edit? It was coded before Steam was a thing and doesn't know it exists unless you point it to it. Personally I just use Convert2DA to switch between tab-delimited text and binary 2DAs. That way you can just edit them in Excel or Google Docs, or some other spreadsheet program.
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If you enable the "Look in the game's Override" option in Tools -> Options -> Other then it will read 2DAs in the base game Override folder. It doesn't know about Workshop folders though.
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There are no custom heads as such. At least not in terms of morphs like in Mass Effect, for example. There are only a handful of fixed player head models, with various textures for complexion/makeup/scars/tattoos/etc. plus some addon meshes for beards/cybernetics/jewellery/etc. It wouldn't be significantly more difficult to recreate one of those, just not particularly practical given that each such head would need to be manually assembled and compiled into something KOTOR could use. It may eventually prove less burdensome if plans regarding utilising the TOR skeleton bear fruit, but as it stands now I'd not expect too much in that regard. As per this thread, there's no canon Exile in terms of a unique mesh like Revan, Satele, Malgus, etc. It's just a slightly altered version of a generic NPC head shared by Kira Carsen.
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If you are also using the standalone M4-78, needs to be installed in its folder. Or if you are using some other Workshop mod that alters appearance.2da over the top of those, then whatever that is. This is why people say not to use the Workshop.
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If you are using TSLRCM from the Workshop, you need to install the mod to TSLRCM's Workshop folder, not the game folder.
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The bottom row of neck verts is weighted 100% to necklwr_g,. Even if I scaled up the eye texture to 512x512 (which is hilarious levels of overkill given the whole face texture is only that big), there'd still be a whole quarter of the texture empty. I'm not opposed to large textures. Hell, my droid textures are all 4096x4096. But it just seemed stupid. There'd be more wiggle room on, say, a Twi'lek, which would require a 3rd map for the lekku, or a male character with a beard, which again would require another map. In that case, yeah, I'd probably just tack the 256x256 eye texture on and live with the dead space (assuming there wasn't sufficient free room somewhere. This is also all under the proviso that the remapping is (aside from the eyes) strictly only compressing U and repositioning V for rectangular texture combinations, or otherwise just scaling 0.5x0.5 for a 4x4 combo. If you wanted to completely rearrange the UVs then no doubt you could slip the eyes in without losing any pixel density, but that seems like a hell of a lot more trouble than it is worth, At least this way (mostly) retains compatibility with the source textures besides a little repositioning.
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In this case, yeah, I just started from a unskinned mesh. Which was useful anyway as I could weld together some seams that were a bit nasty. Although I did save out the original skin weights, and bake a copy with the skin utilities. I was originally going to try a weight transfer to the KOTOR rig, but the last time I tried that it didn't turn out so hot, so I figured I'd just skip straight to a skin wrap of a vanilla head. It also allowed me to split out the eyes, teeth, and tongue meshes without trying to deal with it all as one mesh while trying to transfer weights, which is a nightmare with how many verts and overlapping polys they have crammed in their gob. The original face and hair textures are both 512x512. so I just put them side-by-side in a 1024x512 map. There really wasn't any way to sanely tack on the eye texture that didn't result in a ton of wasted space (and make the eye texture ridiculously oversized). The logical thing to do was to shrink the eye texture and fit it in where I could. It's actually not too bad. I just checked and the underwear has a bit of a lip around it. I think Obsidian must have added that, as I know I have had gap issues in K1 with just the vanilla heads. I had to scunch the verts up a bit vertically, as TOR necks are longer than KOTOR's. Then I just snapped to verts where possible, and snapped to edges in between.
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Like I said, that would be why KOTOR uses tacky trimesh eyelids instead of animating flaps on the face mesh. If the smoothing across meshes issue can be fully resolved, the easiest solution is probably just to slice the head in two at the nose before exporting.
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