DarthParametric

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Everything posted by DarthParametric

  1. I'm waiting for this policy change to turn out to be some elaborate scheme to round up all the porters and ban them.

    1. ebmar

      ebmar

      Thankful for being basic 😂

    2. LDR
    3. Malkior

      Malkior

      The Mods wouldn't do this! They simply wouldn't!

       

      (As an aside, it's nice to finally be able to edit Status Update replies)

    4. Show next comments  342 more
  2. DarthParametric

    #3: Porting

    If you want to minimise issues, you'd import the TSL head, save out the skin weights, delete the rig, then load in the K1 rig, load the skin weights back in. The eyes/eyelids/teeth are all effectively visible bones, so you'd need to add those back to their proper place in the hierarchy.
  3. I wonder what it would look like with some sheet lightning off in the distance. What ever came of the discussion of animated skybox textures?
  4. Yes, and the solution is what I posted above. It's a problem with the engine.
  5. This can likely be solved by creating separate 47/50/51 models and adjusting appearance.2da to suit rather than using racetex. Summoning @ndix UR to dispense wisdom on the root cause of the issue.
  6. You ladies sure do like your drama. Perhaps @Tyvokka can hand out some lithium tablets.
  7. DarthParametric

    #3: Porting

    I did a half-assed action for PS for DAO normal maps back in the day that can be used in conjunction with the nVidia plugin to recreate the Z. It will also work on TOR maps. https://www.nexusmods.com/dragonage/mods/4019 I've never looked at it, so I couldn't say, but yeah it would be unlikely to be a very close match. That shouldn't prevent doing a port, but face skinning is always a pain in the ass.
  8. DarthParametric

    #3: Porting

    No. Porting is related to assets. Dynamic day/night cycles are an engine feature, one that Odyssey doesn't support. There was thread some time back about trying to fake it via scripting a switch between different versions of the same module with different baked lighting, but it's an idea doomed to fail - too much effort involved (if it would even work at all). The same as any other skinned mesh, pretty much. The only difference is they split the mesh and the skeleton out into separate files. There's nothing special about the normal maps.They use the standard approach of storing X in the A and Y in the G channels (Z is calculated at runtime), then use the R and B channels to store various masks like emissive.
  9. Since it's open season on porting, why not go the whole hog? The "same series" argument is complete BS and has no basis in any sort of legal context. If you are fine about porting from TOR (which, by the way, I find hilarious was prompted by a merger with /r/kotor given how much they hate it), then why not Battlefront (original or new), JKO/JKA, Force Unleashed, etc.? Hell, why not Mass Effect, or Fallout, or any other game? And what about the other way? Can we make our own "proper" version of stuff like Aperion, porting KOTOR content into Unreal Engine?
  10. The official rule post on it pretty much indicates as much:
  11. If I may be so bold as to double post: I am not getting any notification for comments ("reviews", technically?) left on a mod's download page. I get an email because I am following it but otherwise I would have no clue. While we are on the subject of these reviews, all the old ones appear to have been eaten in the site update. I assume these are now lost forever?
  12. None of which are legal, and could attract the attention of an EA lawyer hit squad at any point. The move is such a complete 180 on previous policy that frankly I find it bizarre.
  13. Ah, no, this is indeed a hugely significant shift. The K1/TSL rule is fine, and to be honest it's about time. It was only ever a fairly senseless (and hypocritical) holdover from LucasForum's original policy. But suddenly you're going to allow porting content from SWTOR? That strikes me as a pretty big departure, and probably something that would attract undesirable legal attention. I'm curious as to what prompted it. Is there some secret cabal of TOR content porters that mods/admins have been furiously banning in the background? You're really working hard to make this a thing, huh @Snigaroo?
  14. @Tyvokka: The "Browse" drop-down menu in the header now appears to have two "Leaderboard" entries, one at the top and one at the bottom of the list. Edit: Ah, stealth fixed I see.
  15. I think that's just poor writing on his part, especially when he was surprised by the reaction people had to it - http://drewkarpyshyn.com/c/?page_id=162
  16. Another fix you may want to include:
  17. Only when you are trying to combine it with an envmap, which you won't want to do in your case. You can just keep the alpha solid white. I wouldn't worry about testing a normal map in-game before the texture is finalised though, as you have to recompile the model to enable the bumpmappable/tangentspace flag, and save the texture as a TPC. A lot of screwing around that is best saved for last.
  18. There are a number of different tools you can use to generate a normal map from a diffuse texture, but for best results you typically need to approximate a height map. Make your image greyscale and tweak it so that high areas are approaching white and the low areas approach dark grey. Then you can feed the image into something like the nVidia PS plugin, CrazyBump (or its free alternative AwesomeBump), NormalMap Online, etc. There are a zillion of them these days.
  19. They'd be "bumpy" if you generated a normal/bump map.
  20. You'd need to make some model edits if you wanted to go the whole hog and have the mutilated ear and distorted mouth, but like I said I wasn't thinking you need to go that extreme. I was just suggesting that it might be useful as a guide for the style of injury, that sort of burned/damaged flesh. The folds in the skin you could mostly do in the texture, although you could also generate a normal or bump map from that as well for some added depth.
  21. This is probably a bit extreme, but I was thinking you could use something like this as a guide: http://www.zbrushcentral.com/showthread.php?41894-Pretty-Boy
  22. Yeah I had pictured her face more or less intact. You don't want to copy the Malak gimmick and, besides, it's a hell of a lot easier to slap some bits and pieces of electronic guff on her face and texture in some burnt meat, scars, etc. than it is to create a whole new jawless head model. It doesn't even have to be her face so much. Some sort of collar indicating neck damage would probably be sufficient for the cybernetics. Larynx damage is all you need to justify the electronic voice. Although maybe losing an eye an having a cybernetic one would be kind of cool. I'm sure SWTOR and other games can provide some inspiration on the look of the cybernetics.
  23. I don't think she'd necessarily need to side with any faction to get cybernetics. They should be common enough for someone of sufficient means. I'm sure Czerka has them for sale. Probably a bigger question is how she either get off planet past the Sith blockade, or survived the bombardment.
  24. I was thinking of a way you could keep her original voice for the Taris encounter, but still have the option for additional VO for an expanded version where she escapes and you fight her later on another planet. You could say she was severely wounded in the first fight and needed to have cybernetics implanted. That would free you up to use a robotic sort of voice filter to distort whoever did the new VO and provide an easy explanation for why she has a different voice in a subsequent encounter.