DarthParametric

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Everything posted by DarthParametric

  1. So I figure the odds on this ever happening are long, given we can't even get a new sub-forum added, but you don't know unless you ask. How about we add a wiki to the site for the purpose of disseminating knowledge regarding KOTOR modding? To be honest it is a far better format for doing so than trying to use posts in a forum. It provides a single coherent point of information for a given topic that can be edited and updated by multiple parties as needed. It's much simpler for readers to parse and be linked to additional related information. There appear to be some existing packages to link IPB to a wiki install (or user database/auth at any rate), although it looks like some of them may be pretty out of date. I'm not sure what the current flavour-of-the-month is in regard to wiki packages. I confess to having limited experience with the backend of such things, having only briefly flirted with a MediaWiki install and half a decade ago at that.
  2. I just checked and the download is fine. Both ASCII and binary models are included. The ASCII models are named XXXX-kotormax.mdl.ascii
  3. Ah, apologies. That must have been the original map that never got updated. I've swapped in the new one, try re-downloading. Your model is still screwy though. You can see in your pic that the viewfinder is on the opposite side to what it should be.
  4. It doesn't. As I said, it's intended to be used as an overlay over the diffuse. Yeah that was ye olde MDLOps failing to deal with unbroken UV edges. It should indeed be fixed in the MDLEdit compiled versions.
  5. I mean that if you are looking at the texture in an image editor, the helmet portion will be upside down because that is the way I laid it out: Thus I suggested it may be easier to paint the texture if you temporarily rotated it. That mesh has been completely flipped. Are you using Blender or something? Whatever you're looking at it in has mangled the import.
  6. If you re-download the archive, I have added a quick AO bake which you can overlay on top of the diffuse to give you some depth. That should also give you something to work with. Note that the helmet texture is "upside down" relatively speaking, so you may find it easier when working to rotate it 180 degrees (just don't forget to rotate it back before exporting). You'd be best off using something like GMax or the Model Viewer to preview your texture as you go, if you are working directly in something like PS or Gimp. I also recompiled the models with MDLEdit and included them as an additional extra, so that should hopefully prevent any UV mangling like ye olde MDLOps was want to do. Although I didn't check them in-game. While I was at it, I dug through some old folders and found some reference images I compiled back when I made the models. Here they are for anyone that may need them - https://www.darthparametric.com/files/kotor/misc/Rebels_Sabine_Wren_Reference_Pics.7z
  7. With various robe mods like Prequel Robe Replacement and Movie-Style Jedi Master Robes, you could make the likes of Mace Windu, Obi-Wan, or Anakin relatively easily. There's also Deadman's Anakin head, which I touched up a little. There are various prequel sabers available, notably the ones by oldflash. There are a few clone trooper mods around, but the best one is probably the Clone Wars Armor Pack for K1 and TSL. With the Movie Mandalorians mod you could make a Jango Fett. I made Sabine's helmet and blasters for someone years ago over on LucasForums, but never textured them. If someone else wants to finish them off, here are the files. They are free to use them as long as they credit the source.
  8. All the Swoop Gang appearances use the same base model, N_Swoopgang, so it shouldn't be an issue with the model itself. I notice however that the model has no inherent texture reference, but the appearance entry also does not have a racetex specified. It does however have a texa override. You could try editing row 45 and changing the racetex value to N_Swoopgang01. Still, odd that it would be black though if that is the cause. Typically you'd expect it to be grey or white.
  9. Seems like it is not receiving any character lights. You'll need to outline what you did.
  10. It probably will be once all the bugs are ironed out, just because of the ease-of-use factor. Under the hood, bead-v and ndix UR are working together to make both MDLEdit and MDLOps function the same/produce the same outputs.
  11. Keep in mind that some practices/advice regarding MDLOps from posts that originate before the second half of 2017 are now deprecated due to fairly drastic improvements in MDLOps and the emergence of an alternative in the form of MDLEdit.
  12. The model itself also needs to be edited to enable it. You can do this interactively in MDLEdit, or by recompiling an ASCII in the latest version of MDLOps with the tangentspace 1flag for any mesh the normal map is applied to. Additionally, the diffuse texture needs a TXI with the addition of bumpmaptexture XYZwhere XYZ is the name of the normal map. Alternatively, to use an envmap in conjuction with a normal map, your diffuse needs these TXI semantics (substitute your envmap of choice): bumpyshinytexture CM_baremetal bumpmaptexture XYZwith the caveat that the alpha channel now controls both the envmap and normal map distribution/intensity. Unfortunately there doesn't seem to be a way to utilise both independently. You may wish to also experiment with some of the following TXI semantics for the normal map: isdiffusebumpmap 1 isspecularbumpmap 1 bumpmapscaling 3The first two values are boolean (0 or 1 for false/true). The last entry appears to be an intensity scaler, and seems to accept integer values of at least up to 3, although I am not sure of what the engine's limits are.
  13. Both K1 and TSL use 001 to 005, with TSL additionally using 011 and 012 as well (the values in between are used for props like Bith musician instruments). Are you sure the weapon you are attempting to change actually uses the w_blstrpstl_001 model?
  14. If you are just trying to replace vanilla textures, then w_blstrpstl_001 through to 005 will replace the 5 variants of the basic blaster pistol in K1, with the addition of 011 and 012 in TSL.
  15. You might want to tweak the specular in a few cases. HK's gun in particular looks far too plastic, and HK himself could also do with a much sharper, narrower specular.
  16. Is your texture actually specified in your model? Does the texture follow texture variant naming conventions and match the variant specified in your UTI?
  17. That's because they are tangent space normal maps. It's a single RGB map comprising one channel per vector, not three separate greyscale bump maps.
  18. Blending additive is a semantic used for transparency, not envmaps. Refer to - http://deadlystream.com/forum/topic/5992-tpc-compressed-texture-transparency-alpha-blending/ You can only have a single alpha channel. Multiple alphas is really only a thing in programs like Photoshop. I don't know of any game engine that handles that (or even what image format supports it, beyond a PSD or nearest open source equivalent).
  19. I find for testing purposes it's easier to use one of the various saves available from the saves sub-forum.
  20. That feeling when you are halfway through updating a fresh Windows install on a new drive and you suddenly realise your boot partition is about 20GB too small.....

  21. Only in TSL. There's no provision for a texture override in K1's heads.2da, so you have to edit the model. The OdysseyBase/AuroraBase name must match the filename. MDLEdit will only allow you to change the textures in a binary model. To change the name of the OdysseyBase (or anything else), you'll need to either decompile the model, edit the ASCII and recompile, or hex edit the binary model. It always used to be wiser to do the latter, since ye olde MDLOps would typically break a lot of models in the decompiling/recompiling process, but that's not as much of an issue with MDLEdit and new MDLOps. MDLEdit does still have some bone index issues though, messing up skin weights in some cases, so that's something to keep an eye out for.
  22. beginmodelgeom rep_soldierYeah, there's your problem. Try this: K1_N_RepHB02_Renamed.7z
  23. The Kel Dor modder's resource was released for both K1 and TSL. It primarily needs someone to texture it, but the model could also use some skin weight adjustment for the face if it was going to be used for NPCs engaged in dialogue. The problem with the Nautolans was the skin weights for the head-tails. I could never get something that worked for a player (or NPC engaging in combat) that didn't have massive deformation issues. They could work for standing-in-place NPCs, but they'd still need to be textured (and 99% of people would cry about lack of a player head version anyway). I never bothered releasing them because who exactly was going to both texture and skin them properly? Nobody. The problem with threads like this is always "who's going to do all the work?". Even if the JKO/JKA modders gave you permission to port their already textured models, who's going to rig them for KOTOR? There are already a bunch of threads about the same thing for other JKO/JKA models that have gone unfulfilled for years. If you want a realistic chance of actually seeing something materialise, you'd be far better served sticking to the existing pool of models available in the game. Plucking the heads off full body models to allow them to use the regular clothes/armour models is a much more practical goal, and has already been done previously in some cases (both RedRob and JCarter have done so, off the top of my head). You could even extend that to add in hands for those species with unique ones, which requires extra work but is not impossible.
  24. Look for a file named AR_ERROR.LOG in the game's base directory. It should list model name errors if they exist.
  25. I think you need to provide a detailed step-by-step description of everything you have done. You may also need to provide the files so they can be checked.