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Everything posted by DarthParametric
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As far as the themes go, I was just thinking it would probably be the easiest way of implementing optional changes without screwing over people that might like it as-is. Like, for example, just duplicate the current DS theme and set it to 90-95% screen width, call it "widescreen". I don't think you'd actually need a bunch of themes. I'd think one optimised for desktops and one optimised for mobile should be sufficient (assuming IPB doesn't already have some in-built mobile provision).
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So the new site skin seems very phone-centric. All the headings and text are big and chunky, presumably for touch navigation. There doesn't appear to be any provision to change scales or widths in user settings. Switching to the default theme does make a minor improvement (including putting downloads on the navigation bar instead of burying it in a drop-down), but Jesus, the blinding whiteness of it. Are there any plans for more desktop-friendly themes/layouts in the future? Edit: Btw, I find the "someone reacted to your post" message unintentionally hilarious. The first time I saw it I imagined the reaction was Tyvokka's eye twitching.
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Another Star Forge and Darth Revan Robes... But with a Twist!
DarthParametric replied to RevanFanMan's topic in Mod Requests
You can request anything you want. You just need to be realistic about the likelihood of anyone completing that request. I'd suggest you are going to have to content yourself with existing Revan retextures. -
You need to provide a list of everywhere the asset in question occurs (or at least the instances you need remapped). Bare minimum would be the modules, but ideally the room models. At the very least provide specific detailed in-game locations.
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Another Star Forge and Darth Revan Robes... But with a Twist!
DarthParametric replied to RevanFanMan's topic in Mod Requests
It's certainly doable. Is anyone going to model it for you? Almost certainly not. -
Heart of the Guardian and Mantle of the Force Recolor
DarthParametric replied to RevanFanMan's topic in Mod Requests
Here you go, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_HOTG_MOTF_Recoloured.7z -
Import/Export, 3D Models and .MDX
DarthParametric replied to LH_Weiss's topic in General Kotor/TSL Modding
If you want full model editing functionality, Blender is currently unable to provide it. That may change in the future, but for now you may have to use GMax (available for free here) with KOTORMax for certain operations. -
Both.
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You'll want some padding around those islands. I'd go for at least 5 pixels, 10 is probably safer (and you'll need more at higher map resolutions like 2k/4K). Edit: Something like this: Although obviously the exact layout will need to change depending on what other islands are present.
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- star map
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Import/Export, 3D Models and .MDX
DarthParametric replied to LH_Weiss's topic in General Kotor/TSL Modding
There are bits and pieces all over, although MDLEdit at least does have in-built help functionality. More extensive guides and tutorials will be available in the coming months after the recently announced site upgrades are completed. -
Import/Export, 3D Models and .MDX
DarthParametric replied to LH_Weiss's topic in General Kotor/TSL Modding
You'll have to decompile the binary model (MDL/MDX) into an ASCII version using either MDLEdit or MDLOps. This can be then be imported by KOTORMax for Max/GMax, or KOTORBlender for Blender. There's no native solution for Maya. You'd have to import it into either one of those first and then export it in some other format to get into Maya, but be aware that this is basically unworkable for skinned meshes while preserving their weights, due to the way KOTOR models work. You can modify heads, bodies, etc., or make completely new ones. This was somewhat limited in the past due to the tools available, but has changed significantly in the last 12 months. -
Oooh, new sub-forums and a wiki. Nice. Is this just an update to the latest IPB, or are you migrating to a different script like XenForo, VB, etc.? What's the wiki? Was it that one you liked the look of?
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There's nothing particularly unique about KOTOR models when it comes to UVs, so you should be able to use any Blender UV tutorial to get yourself started. I don't use Blender myself, so can't offer any specific tips, beyond the general advice that UV mapping is a black art, difficult to master (and not helped by most UV tools being terrible). The general rule of thumb is to put your UV seams where you want hard edges, or otherwise hide them as best as possible. Make sure you allow for some padding around your islands to avoid issues with bleed at lower mip levels. Seeing as you won't be using lightmaps, remember that you can use the space outside 0:1, which can be preferable rather than stacking (sometimes that can cause artefacts).
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Model and Textures question
DarthParametric replied to LancerChronics's topic in General Kotor/TSL Modding
Weapon textures are specified by the model. It's likely sharing a texture, as you suggest (common practice if you are making a double hilt that is basically just two single hilts joined together). You'll have to decompile the binary model (MDL/MDX) into an ASCII version before you can load it in Blender. Use MDLEdit or MDLOps, available in the Downloads/Tools section.- 1 reply
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Haha, your bumpmaps aren't awful. I tried splitting the mesh (and disabling bumpmappable) but it still crashes when using mesh alpha. It works fine with alpha set back to 1.0, so there's something screwy there somewhere.
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I saw someone talking about Visas having no teeth over on the KOTOR subreddit. Insteresting Visas fact: She also has two tongues.
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Hah. I actually have a version of it that shortens the hood to stop clipping that I was playing around with when doing the hologram mod. Wouldn't be difficult to excise the extra tongue and fix the gummyness.
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I have a remapped version that removes the mirroring on the face for dealing with the black line issue, but the regular UV map version would work with any existing reskin.
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You might want to check out these links about Blender's version of texture baking that I found via a quick Google: https://blender.stackexchange.com/questions/15510/possible-to-bake-texture-to-new-uv-map https://blenderartists.org/t/bake-texture-to-new-uv-map/629794