DarthParametric

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Everything posted by DarthParametric

  1. Another fix you may want to include:
  2. 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.
  3. 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.
  4. They'd be "bumpy" if you generated a normal/bump map.
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. Before you get too carried away, you may want to look at @ndix UR's GUI mod and see what that does to all your values.
  11. Per discussions with @Snigaroo, you may want to include:
  12. View File Peragus Administration Level Room Model Fixes This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention Submitter DarthParametric Submitted 06/10/2018 Category Mods TSLRCM Compatible Yes  
  13. Version 1.0.0

    3,902 downloads

    This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention
  14. He's talking about the projecting hologram VFX. It's just a single emitter, and the texture it uses, fx_slash, is also in K1. You could change the placeables to use an emitter with the same values.
  15. Haha, that's modding for you. Making mods becomes the game. I don't remember the last time i played either game just for fun. Probably half a decade ago.
  16. I don't think he has managed to tear himself away from Taris yet, too busy chasing after Selven.
  17. If you are packing everything else into a MOD, then you should also inject any custom additions like scripts and GFF files into the MOD as well. Keeps the Override clean and makes it easier to uninstall.
  18. So a cursory glance at the vanilla files suggests that there are just the two placeables for the bases. The actual band member images must be scripted in? That's an unexpected approach. Also a painful one given K1's placeable limitations. Yeah the instruments are just dummy blasters. I think they are rifles, check the last few model variations.
  19. That's why I said for the moment. PM me your head texture and I'll remap it to a non-mirrored UV set.
  20. I was thinking he could have an ad something like this:
  21. If you are looking for something to do, Carth could use a hand - https://deadlystream.com/topic/5529-a-new-look-for-carth/

     

  22. Nice work. I bet you have been waiting years to get that job finally done.
  23. Haha, yeah, scripts can be super overwhelming, and this scene has a bunch of stuff going on. The basic breakdown of them though is: k_ptar_calobar Set Calo and thugs to opposing factions Play Calo underarming grenade animation Play tossing grenade sound k_ptar_gren Equip ranged weapons on the thugs Play sound of grenade bouncing k_ptar_gren2 Get the location of the waypoint for where the grenade lands Spawn a grenade model at that waypoint k_ptar_flash Play the grenade beeping sound Play the ion grenade explosion VFX Have Calo equip a heavy blaster Play the sound of a thug being hit (I assume this is a generic grunt/yell, meant to be because of the flash) k_ptar_kill Get the locations where the thugs are standing Despawn the thugs Have Calo equip a heavy blaster (again) Play blaster fire sounds Play thugs getting hit sounds Spawn corpses where the thugs used to be k_ptar_caloex ??? Calo walks towards the bar exit Edit: And here are the pertinent elements of the DLG nodes related to each script (tar03_calo031.dlg ) k_ptar_calobar Comment: Clothing rustles as he throws the flash grenade CameraID 3 CameraAngle 6 k_ptar_gren CameraID 4 CameraAngle 6 k_ptar_gren2 Comment: Clink sound of the grenade landing CameraID 5 CameraAngle 6 k_ptar_flash Comment: BEEP, the a flash sounding explosion CameraID 6 CameraAngle 6 k_ptar_kill Comment: 3 blaster shots ring out. CameraID 7 CameraAngle 6 Edit 2: Btw @ebmar, I was thinking that since you are primarily focussing on textures for the moment, do you want a non-mirrored head and/or body for this?
  24. Ah, yeah, forgot about that one. Looking at the dialogue for that scene, there are a few scripts it uses in succession. The first is after he finishes counting to 3, k_ptar_calobar: void main() { object object1 = OBJECT_SELF; object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oCalo031 = GetObjectByTag("calo031", 0); sub1(oCalo031, 1); AssignCommand(oCalo031, sub2(intGLOB_130, 1)); ActionPauseConversation(); ChangeToStandardFaction(oCalo031, 2); ChangeToStandardFaction(oTaproomvic031, 4); ChangeToStandardFaction(oTaproomvic032, 4); ChangeToStandardFaction(oTaproomvic033, 4); AssignCommand(oCalo031, PlayAnimation(118, 1.0, 0.0)); // DP note: This is ANIMATION_FIREFORGET_THROW_LOW DelayCommand(0.6, PlaySound("cs_grentoss")); DelayCommand(1.2, ActionResumeConversation()); } Then k_ptar_gren: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); AssignCommand(oTaproomvic031, ActionEquipMostDamagingRanged(OBJECT_INVALID)); DelayCommand(0.2, AssignCommand(oTaproomvic032, ActionEquipMostDamagingRanged(OBJECT_INVALID))); DelayCommand(0.5, AssignCommand(oTaproomvic033, ActionEquipMostDamagingRanged(OBJECT_INVALID))); ActionPauseConversation(); DelayCommand(0.8, ActionResumeConversation()); DelayCommand(0.90000004, PlaySound("cb_gr_boncehard1")); } Then k_ptar_gren2: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); ActionPauseConversation(); CreateItemOnFloor(string1, location1, 0); DelayCommand(0.8, ActionResumeConversation()); } Then k_ptar_flash: void main() { object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oFlash_gren = GetObjectByTag("flash_gren", 0); location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oCalo031 = GetObjectByTag("calo031", 0); object object12 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); ActionPauseConversation(); DelayCommand(0.5, PlaySound("cs_grenbeep")); DelayCommand(1.0, ApplyEffectAtLocation(0, EffectVisualEffect(3011, 0), location1, 0.0)); // DP note: this is VFX_FNF_GRENADE_ION DelayCommand(0.1, AssignCommand(oCalo031, ActionEquipItem(object12, 5, 0))); DelayCommand(1.2, DestroyObject(oFlash_gren, 0.0, 0, 0.0)); DelayCommand(1.2, ActionResumeConversation()); DelayCommand(1.2, AssignCommand(oTaproomvic032, PlaySound("n_swoopgang_hit1"))); } Then k_ptar_kill: void main() { object oInvis_sound1 = GetObjectByTag("invis_sound1", 0); object oInvis_sound2 = GetObjectByTag("invis_sound2", 0); object oInvis_sound3 = GetObjectByTag("invis_sound3", 0); object oCalo031 = GetObjectByTag("calo031", 0); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); location location1 = GetLocation(GetObjectByTag("tar03_wpvic0", 0)); location location3 = GetLocation(GetObjectByTag("tar03_wpvic1", 0)); location location5 = GetLocation(GetObjectByTag("tar03_wpvic2", 0)); object object18 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); sub1(10.0); DestroyObject(oTaproomvic031, 0.0, 1, 0.0); DestroyObject(oTaproomvic032, 0.0, 1, 0.0); DestroyObject(oTaproomvic033, 0.0, 1, 0.0); DelayCommand(1.0, AssignCommand(oCalo031, ActionEquipItem(object18, 5, 0))); DelayCommand(0.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(1.0, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.8, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(2.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.7, AssignCommand(oInvis_sound1, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.9, AssignCommand(oInvis_sound2, PlaySound("n_rodian_hit1"))); DelayCommand(3.3, AssignCommand(oInvis_sound3, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.0, sub2(1, "bp_dead3", location1)); DelayCommand(2.5, sub2(1, "bp_dead1", location3)); DelayCommand(3.0, sub2(1, "bp_dead2", location5)); } Then k_ptar_caloex which I can't decompile, but I gather is him walking out of the bar.
  25. Does it translate to "Space Monkey Piss"?