DarthParametric

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Everything posted by DarthParametric

  1. Underwear was the plan, the same as the vanilla version. It makes the transition to the "crispy" version more apparent. Here are the current candidates: I swapped out false Batu Rem for his evil dimension twin (presumably this makes him the good one, like evil Cartman). I'll recolour the female Twi'lek, maybe blue. I just prefer the solid single tone texture rather than the weird multi-colour ones. Edit: A quick hue shift job, but something like this: Edit 2: I've now done two of the three required poses, so here she is in both (still awaiting crispy textures): Edit 3: Final pose (sleepy) now done:
  2. I have no interest in download 800MB or whatever it is to find out, but I assume this is only a texture issue? Specifically the tank glass texture, LSI_Bact03. I'm curious as to what the "glitchy mess" is, exactly. That's because Kainzorus Prime is a naughty boy and didn't set up his installer for compatibility. A quick glance suggests the only issue is the forced overwrite of the module, so the easy solve should be to install NPC Overhaul first, then this mod afterwards. My mod will patch his existing module file.
  3. I think it would be easier just to use non-player heads. After a quick lap around the Dantooine enclave, these are the Jedi mooks I could see: Two of them use player heads (I think both of which I already used for the tank bodies), so they are out. One is a Belaya clone (?). That leaves the chick with black hair, beardy, false Batu Rem (that guy gets around), and the terentatek Twi'lek bloke. I should be able to come up with another 4 from the other NPC heads. At least one of them should probably be another non-human.
  4. I was thinking yesterday about how to script swaps to avoid cloning the player's head. I think it is possible for the bodies on Taris, because they aren't referenced anywhere besides the GIT. The problem with the Jedi on the Star Forge is that they are called by a large number of scripts. Seeing as scripts call by tag, not resref, I don't know of an easy way to swap unique variants out. The only way would probably be to rewrite a dozen or more scripts to handle that. That's not only well beyond my ability, there are also 3 or 4 scripts that won't decompile, so it may not even be possible regardless of who is doing it.
  5. Starting work on the Star Forge Jedi captives, creating new bodies: Still needs a bit of post-posing cleanup to fix some deformation issues (joints like knees and elbows are always a pain), and adjust the smoothing.
  6. More or less as you say, except the robe type is Master Robes, PMBN/PFBN. Typically there would be male and female texture versions, but for master robes there are only female ones. So PFBN05 would be the one you want. However, remember that the textures are shared, not unique per item, so editing that texture will affect any other robe that uses the same variation. Your best bet is to create a copy that is a new custom variant number (for example, 73 - so PFBN73), then edit the UTI to point to that. If you are not doing so already, you can view GFF files like UTIs directly in KOTORTool. KGFF is extremely useful, but a little unforgiving for those just starting out. KTool is buggy, but much more user-friendly for viewing and editing UTIs.
  7. The texture is defined by the Texture Variation number. Which is 5, in the case of a_robe_12.
  8. My issue was twofold. One is apparently an inherent engine issue related to rendering objects behind a texture with transparency, as I describe in this thread. The other I am still uncertain on. The symptom was that same issue, but the cause appeared to be some polys on one side of the object not being set up properly. I have yet to check if this is an inherent issue in the vanilla model, or something resulting from decompiling. The model in question is K1's PLC_KolTank2 if you want to check it yourself. Edit: Oh yeah, I forgot about the hierarchy thing. That was a version of that same model. But yeah, the whole nothing as direct children of the OdysseyBase thing is clearly a compiler problem, as pretty much no vanilla model obeys that rule. The specific problem I had was all the animated bits under one dummy, and everything else under a second dummy. It wouldn't render the animated meshes unless its dummy was above the other in the hierarchy. I don't have a model of the original version any more, but you can experiment with adding the contents of the vanilla one to various dummies.
  9. View File Diversified Wounded Republic Soldiers on Taris Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX. Submitter DarthParametric Submitted 12/23/2017 Category Mods K1R Compatible Yes  
  10. Version 1.4

    32,741 downloads

    Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX.
  11. It seems like if you use the trimesh alpha in conjunction with texture transparency that this resolves the issue. At least as far as I can tell anyway. I can't see any noticeable changes when altering viewing angle/moving around the room. Edit: I swapped out the base tank glass texture for one of the other versions that is slightly darker and uses an envmap. I think it is pretty much ready for an initial release. One future addition that might be cool is some scripting that detects what appearance the player is using, and if they match one of the bodies in the tanks then swap that clone out for a body with a different head. I already have the installer set up to include all 12 body variants I made, even though not all of them are used, so the spares could be hidden under the floor or something. Also the whole "their injuries are terrible" thing probably warrants some textures that reflect that. Edit: Released - http://deadlystream.com/forum/topic/5919-downloaddiversified-wounded-republic-soldiers-on-taris/
  12. Seems like it is the transparency with blending additive semantic of the texture. If I set the texture to have no transparency (and no TXI semantic) and use the mesh alpha setting instead to get transparency then I don't see the problem. It's a lot more dull though. I assume that's what the blending additive was for, to really pump up the brightness. I'll have a play with the values, maybe try different texture semantics. Edit: Interestingly, if I keep the transparency via the texture but just remove the blending additive semantic, then it's the whole placeable mesh that disappears depending on viewing angle, not just the lighting. I noticed something similar with my original replacement of the square kolto tank. When looking through one side, the body and floor would disappear. I ended up fixing it by replacing that side with a duplicate of the opposite tank wall. In that model, each glass wall side is made up of four sheets of polys seemingly occupying the same space with normals pointing inwards. For some reason my version got screwed up during either decompiling or compiling.
  13. Your merging of bodies and heads actually required more work/was harder, hence why I was surprised. I stuck with the far less effort approach of dealing with the existing separate heads and bodies. At the time I was unaware of the limitation of TSLPatcher in dealing with multiple instances of files with the same name. So it seemed like it should be easy. It wasn't until I saw how that was tripping it up that I realised why you had to go to the additional lengths you did. It should be said the blame pretty much lies squarely with Obsidian for that though. Why they didn't use unique resrefs baffles the mind. Surely it must have been a nightmare for them as well. Fortunately Fair Strides has a solution to fix the problem, and the previous TSLPatcher alternation also solves the Steam Workshop issue (removing dialog.tlk as a prerequisite).
  14. Unless you changed the UVs there should be no issue (my UVs are just squished 50% to fit the two textures side-by-side). Won't having two body textures break the appearance.2da DS override? As far as I knew Bao-Dur is the only exception (presumably because of hard coding).
  15. If you still want to do the flipped version, I can give you textures for the launcher, assuming you never textured it yourself. It's set up as a shared 2048x1024 texture with P_MiraA. I have a super handy Max script that will let you adjust Mira's body UVs to match with just a couple of clicks.
  16. Here's the round tanks turned into placeables: Of course as placeables they don't have any lightmaps, so a better approach might be to include them in the room model instead. That way they would match the rest without needing to have custom textures (and would remain compatible with any 3rd party retextures). Then they could just use one of the standalone floating bodies I mentioned earlier. Edit: The lightmap UVs on the new mesh bits I added on the top and sides still need some tweaking, but here's the altered room version: And with floating body placeables (haven't added side ones yet): Seeing as I was replacing the entire room model anyway, I took the opportunity to move the light panel on the back wall to the centerline of the room. I have no idea why it was offset in the original, but it looked weird, especially with the wider round tanks. Edit 2: I've got an odd lighting issue. Observe: I've played around with various things to try and determine what is causing it, even deleting all the lights in the room model, but to avail. Oddly, the two tanks I added don't do this - the placeables inside them are stuck in the unlit state. I have tried to figure out what is different about them, but I can't see anything besides position/orientation.
  17. I have some replacements for the kolto tank soldiers: I left the terrible vanilla textures intact, so any reskins of the original placeable (did Jorak Uln do one for that tank?) will work with these. Currently there are 6 male variants, 2 from each race: I'm thinking about adding some female ones, as well as flipping the pose of the male ones to provide some variety. Making some minor timing edits to the animations would also help break things up, so they aren't all bobbing up and down in unison. I was also thinking whether it might be better to go with the round tanks you see on the side of the room: Replacing the two at the end with tanks of the same cylindrical type, then add extra bodies to those tanks on the sides. Those side ones are actually part of the level model, so you'd just need floating body placeables for those. I don't think that style exists as a standalone placeable though, so it would need to be ripped out of the level model to replace the end ones.
  18. Hrm, there's certainly something odd going on there. I just encountered mesh visibility issues with a placeable I was making as well. It was exactly the same thing. Putting everything inside dummy objects solved the problem (even though the vanilla model had everything as direct children of the OdysseyBase). And even then, it seems like it is extremely picky about order in the hierarchy. I split the animated and static objects into two different dummies. In order for the animated objects to be visible, their dummy must be above the static object dummy. Bizarre. Ideally, this thread should probably be merged into the MDLEdit bug report thread, so bead-v sees it upon returning from the Outer Rim.
  19. I would assume their lightmap UVs were probably auto-generated, yeah. Pretty much all of them only use a fraction of the available UV space. Maybe it was intended to keep to some uniform size/pixel density to keep shadows consistent. As to how they were generated, it would have been baked in 3DS Max, probably in a not too dissimilar manner to how modders do it now (albeit most likely with some scripts to automate things).
  20. Your tool is working correctly. That's just how the lightmap UVs are arrayed. For example, Plane02 in PLCaa that uses that lightmap:
  21. Remember from your adventures with the Ravager models that MDLEdit appears to require all meshes in a level model to be children of a dummy object, which is itself a child of the AuroraBase. It doesn't appear to like meshes being direct children of the AuroraBase. Also, how big is your object? Is it smaller or bigger than the existing skybox (504ONDg)? Because world 0 is probably the wrong position, judging by looking at the whole level. 504ONDc is roughly in the middle of the layout, so I would duplicate its co-ords in the LYT for your model. That is assuming you want your object centered to the level of course.
  22. Some time back I made a model of Mira's wrist launcher styled after her concept art: as a request. My understanding is that it was intended for inclusion in a larger "Concept Mira" mod. But that was pushing two years ago now and I don't believe anything happened with it, so I figured I should put it to use. Here's the model I originally came up with: The intention was for her whole body to be flipped to match the concept art, hence it is on the left wrist (although the body model isn't flipped in that pic). That was back in February 2016. Today, I dusted the old girl off and gave her a lick of paint: I'm not super happy with the body of the rocket. I need to play around with that a bit. I probably also need to dial back the envmap a bit. Getting that right always drives me mental. While I was at it, I played around with adding the glowy bits to her headband (although the glow is pretty underwhelming in practice): I also scaled down the shoulder pads, as I never liked the giant size of the default ones. I still need to add the straps over the top of those, like in the concept art. And for good measure, I also deleted the weird "hair hat" she had. I did mess around briefly with trying to improve the look of it by adding in some subdivision, but that didn't work out.