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Everything posted by DarthParametric
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
The other thing is that SS's textures - presumably on purpose - have a lot of grain. Trying to generate normal maps from colour images usually ends poorly at the best of times, but the grain in this case would make for a very noisy normal map. A noisy normal map is a bad normal map. Additionally, the source texture is pretty low res. It works fine in the game given the size of the blasters, but again this makes for a poor normal map when taking into account the effect of compression artefacts. The thing to keep in mind is that normal maps are not magic. Adding one doesn't inherently make a model look better. On the contrary, a poor normal map will make it look worse.- 77 replies
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
I'm guessing that's a bad normal map, or bad UVs on the model. The "weathering" you are seeing is presumably compression artefacts. Edit: Ah, I see what it is. You used the w_hvyblstr_003 texture to generate the normal map. It has those details on the "magazine" (or whatever that bit is). I think you'd be better off just not using the normal map. SS went to the trouble of faking height detail in the texture. A half-assed normal map is going to make it look worse, not better.- 77 replies
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
Yeah it's a legacy of the vanilla models. SS left the bullethook in the same position: To be honest probably the only time anyone would notice is in a screenshot like that. If you wanted to adjust it, decompile the model and open the ASCII in a text editor. Look for the bullethook. It should be something like this: node dummy bullethook parent w_hvyblstr_003 position 0.0001741 0.354063 0.108606 orientation 1.0 0.0 0.0 0.0 endnode Change it to: node dummy bullethook parent w_hvyblstr_003 position 0.0 0.375 0.108606 orientation 1.0 0.0 0.0 0.0 endnode And recompile. See if that makes a difference. If it still looks off, you could bump the Y position to 0.395 and see how that looks. N.B. if you have made your own custom model then your parent name will be different. You don't need to touch that, just the position values.- 77 replies
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
The bullethook and muzzlehook probably didn't have their positions altered to match the new model geometry. What's the original model name?- 77 replies
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The H body already has a yellow texture variant. Probably a good starting point.
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There's probably more mileage in pulling the helmet off the spaceman and sticking it on one of the regular armoured bodies, then using that as a basis for a retexture.
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The quote is specifically regarding the model. It's not applicable to the texture, so nothing to worry about there.
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
Looks like Brejik with a beard and a tattoo (and some weird shading over the nose/brows). And maybe with Gadon's eye texture? The link posted by milestails is still live - https://deadlystream.com/topic/4861-anyone-have-spacealexs-k1-enhancement-pack/- 77 replies
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Tsk, tsk. Kids these days. No patience.
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
There's a mod that switches the PC version back to a human, but I'm not sure there is one that gives him a unique appearance.- 77 replies
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With the full set of combat animations they can use any weapons. Sabers was the original request, and yes, I doubt the Sith would care how many limbs they accidentally lop off.
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Galaxy Map - Coruscant Bug
DarthParametric replied to ShadyChaos's topic in General Kotor/TSL Modding
You can just run the installer a second time with the correct changes.ini and it will fix the problem. It will overwrite the models/textures and edit the Couscant row of planetary.2da. That's probably easier than trying to edit it manually if you don't know what you are doing. -
KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Not sure. Photoshop 6.0 is a good possibility, it came out in 2000. Or they may have still been on 5.0/5.5. Alternatively, they might have been using PaintShop Pro 6 or 7 which was pretty big at the time. I'm not sure there's any hard evidence either way. We do know for sure they used 3DS Max for the modelling though (probably v4, the same one GMax is based off). -
KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
That's because most textures mods are pretty crap. If you see "HD" anywhere in the title, nine times out ten you can just roll your eyes and close the tab. The aforementioned redrob is one of the few modders that I could unequivocally recommend when it comes to textures. -
KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Ah, sorry, yeah. The Twi'lek body textures are the same in TSL as K1, all 256x256. It's the head textures that have some larger 512x512 versions in TSL. Although there are the twin assassins. They have larger body textures, and it's just the standard Twi'lek female body model. You could repurpose those. There are already a few mods based on those. A notable one being @redrob41's Luxa mod, which makes a nice hot pants version. That's cool. I don't remember seeing that thug one. The chest kind of reminds me of an armour in TOR that I quite like. -
KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Head textures? Those are no better in TSL, so you'd have to see if there are any mods that have made a higher res retexture. None spring to mind. -
With the rules regarding porting changed, it probably makes more sense to port the TOR Selkath over. Come back in another 12 months.
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KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Speaking of the TSL textures, there's one there that I don't even remember seeing in the game, but it would probably make a good basis for some colour variants (probably more so for females): Edit: Here are a few quick palette swaps for the female version that you could add as new variants or replace existing ones with - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Commoner_Female_Texture_Variants.7z -
KotOR: HD Commoner's and alien clothes?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You could do something like VP's Onderon Traveler Clothing mod and swap the commoner clothing models out for that. And now with the porting rules being relaxed, you could back-port it to K1. There are also some higher res commoner clothes texture variants in TSL, which again could be back-ported to K1. -
Adding multiple Sith Holocrons to Atris
DarthParametric replied to Roth9's topic in Work In Progress
Ah, my bad, for some reason I interpreted SH as suggesting the lines be re-recorded. As far as "true" meaning goes, I don't think there is any. You (or someone else) will just have to headcanon something. -
Adding multiple Sith Holocrons to Atris
DarthParametric replied to Roth9's topic in Work In Progress
Wouldn't adding subtitles be better if you want to know what they are saying? -
Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
You can see all the pertinent model/texture details here - https://swtor.jedipedia.net/en/npc/jedi-entity She uses the same head as Jedi Knight companion Kira Carsen. -
Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
I think the Reven head would require some fairly extensive texture work, as it has those scars/wounds. There is no unique appearance for Meetra that I can see. They just used a generic NPC and slapped a ghost VFX on it. -
There are Max import scripts that import the TOR skeleton, so that's not a drama - https://forum.xentax.com/viewtopic.php?f=16&t=11317 (don't forget to grab the update on page 2). The problem is you can't get the KOTOR rig and animations out of Max, at least not in a form that Motionbuilder would work with. I think the only practical option currently would be to create a new KOTOR rig from scratch using actual bones. Unless someone created a Max script that automates the geometry to bones process. Edit: Well, well, here is something quite interesting: This is the K1 male rig in Cinema 4D. I discovered that you can use the Max Bone Tools to mark any object as a bone ("Bone On"), so when you export the KOTOR rig as an FBX you get proper bones in other apps. And you can also export the animations, as our fine dancing friend here demonstrates. Somewhat ironically it doesn't look like this when importing back into Max, as for some reason the FBX importer screws up the bone sizes so they end up as tiny cubes. The only real problem I can see now is that the TOR import script imports the meshes/rig rotated 90 degrees. I wonder if we might be able to get someone like @bead-v to have a look at it and add in a snippet that would correctly orient it? It would still need to be scaled, but that can probably be done manually. Edit 2: So setting the FBX import dialogue bone option to "Convert as Dummy" solves the problem of the bones being the correct size/shape in Max, albeit as dummy objects rather than true bones (it also causes some weird visibility issues unless in wireframe mode). Looking at a TOR import, it seems the root bone of the rig ends up with a Y rotation of 180°. Meshes have their rotation values at 0°, despite being in the same position. Based on that, the scripts ideally need adjusting to do a -180° Y rotation and a 90° X rotation to import TOR assets in the same orientation as KOTOR assets. Scaling still needs to be examined in depth, but from a cursory glance it looks like a BMN rig is going to need to be around 87% of the original TOR scale to match a medium K1 male rig. I haven't looked at a female yet. Edit 3: After some Googling I came across some Maxscript that will allow for a quick and dirty rotation of the current object selection: ( group selection name:"MyGroup" select:true $MyGroup.pivot = [0,0,0] rotate $MyGroup (angleaxis -180 [0,1,0]) rotate $MyGroup (angleaxis 90 [1,0,0]) ungroup $MyGroup ) You can also insert the line select $* at the top to automatically select everything in the scene. But this will add those rotations to every object, which is probably undesirable when dealing with bones/animation. I'd prefer to "offset" the world axis during the import so that the original rotations are retained. Edit 4: So I am guessing that the TOR team must use Maya. That would explain the models - they are in a Y up, Z forward facing (right-handed?). KOTOR needs a Z up, Y forwards facing (left-handed?). My meagre understanding of these sorts of things is that this can be solved with a matrix transform.