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Everything posted by DarthParametric
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How are you giving it to standard Twi'leks? An appearance.2da edit?
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There aren't any different heads, mesh-wise. Just different texture variants. If none of the alternatives take my fancy then I'll just do a recolour the same as I did with the female. Edit: Went with texture variant 2, which is orange. Edit 2: Anyone want to take a crack at a crispy texture for the female body? PLC_EndPlB is the original male version. I need that effect mapped to PFBAL01. I can do the skin tone variations. I have some placeholders, but they aren't very good. Edit 3: Starting to export the first test versions. Here's the male Twi'lek in the level mockup: I'm probably going to have to make some minor adjustment to the position of the sleepy pose, which is kind of annoying. Probably should have checked that earlier...
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Whoops, guess I better scratch him off the list then.
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I was thinking maybe a couple of missing limbs here and there would be appropriate. Maybe with some sort of cap over the stumps, kind of like what Luke has in ESB:
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You need to be more descriptive when you ask questions like this. Generic in-game labels are useless. You need to specify the resref of the creature and the module name. In this case, I am guessing you mean lev40_assaultdrd.utc in LEV_M40AB. If you look at the scripts assigned to that creature, you'll see it has two non-standard ones, the OnSpawn script k_plev_altdrd_sp and the OnUserDefine script k_plev_altdrd_ud. If you decompile those two scripts, you'll see that it calls specific animations. The OnSpawn script has the following: ActionPlayAnimation(20, 1.0, (-1.0));If you look in nwscript.nss, where the animation constants are defined (should be a copy in your K1 Override folder after using KOTORTool, or check the source section of scripts.bif), you'll see anim 20 is: int ANIMATION_LOOPING_DEACTIVATE = 20;Interestingly, there is no "deactivate" animation in the C_Drdmkone model that lev40_assaultdrd uses by default. There is a "disabled" animation, which must be what this constant actually refers to. The problem is that the K1 version of the HK model doesn't have a disabled animation. Obsidian added it to the TSL version of HK (it's the state you first find him in on the Ebon Hawk), but you can't use that without porting, which is obviously a no-no. However, K1's HK model does have the pausepsn animation, of which the first and last frames (being identical) could serve as a viable custom disabled animation. So what you need to do is to grab a copy of the HK model, P_HK47.ndl/mdx and decompile it. Open it in a text editor. You'll probably want something like Notepad++ for this type of thing. Do a find and replace on "P_HK47" and change it to a custom name. For this example, I'll use C_HKAss. Now at the top of the file where it says setsupermodel C_HKAss NULLchange that to setsupermodel C_HKAss P_HK47Under the animation section of the file, after the endmodelgeom line, you can delete everything except the pausepsn animation. For the bookends of that block, change newanim pausepsn C_HKAss [...] doneanim pausepsn C_HKAssto newanim disabled C_HKAss [...] doneanim disabled C_HKAssYou'll see at the start of the block that the length of the animation is 1.33333 seconds. Because we want HK to be static, we only want the first and last frames, so delete any frames that have time codes besides 0.0 and 1.33333. For example: node dummy InnerTorso parent rootdummy orientationkey 0.0 -1.0 2.05000e-006 7.40000e-007 0.394443 0.3 -1.0 2.05000e-006 7.40000e-007 0.394443 0.466667 -1.0 3.77000e-006 1.00000e-006 0.21991 1.0 -1.0 3.77000e-006 1.00000e-006 0.21991 1.33333 -1.0 2.05000e-006 7.40000e-007 0.394443 endlist endnode would become node dummy InnerTorso parent rootdummy orientationkey 0.0 -1.0 2.05000e-006 7.40000e-007 0.394443 1.33333 -1.0 2.05000e-006 7.40000e-007 0.394443 endlist endnode Once that is done, find the entry for Mesh01, which is the (poorly named) eyes mesh. We want to turn off the self-illumination for this animation so the eyes aren't glowing. Fortunately, the game has provision for that. Change: node dummy Mesh01 parent talkdummy orientationkey 0.0 1.0 0.0 0.0 0.0 1.33333 1.0 0.0 0.0 0.0 endlist endnode to: node dummy Mesh01 parent talkdummy orientationkey 0.0 1.0 0.0 0.0 0.0 1.33333 1.0 0.0 0.0 0.0 endlist selfillumcolorkey 0.0 0.0 0.0 0.0 1.33333 0.0 0.0 0.0 endlist endnode With that done, you can save the file, changing the filename afterward to reflect the change in name (for example, C_HKAss.mdl.ascii). Now if you were to load the model into Max/GMax, you'd see an HK with single animation of a static pose, like so: Now you can compile your ASCII model. Because the supermodel has been set as P_HK47, you'll need a copy of that binary model in the same folder to compile against. Save your binary model with an appropriate filename (for example, C_HKAss.mdl/mdx). While you are at it, you may have noticed that your find and replace operation changed the texture name your new model uses to something like C_HKAss_01 (or whatever name you used). Make a copy of the existing HK texture (P_HK47_01) and rename it to your custom texture name. I'd suggest editing it to distinguish it from HK-47. A simple change would be a hue change to something blue-ish, then desaturate as appropriate to get a bare metal look, similar to the HK-50s in TSL. You can then pop your model and texture into the Override folder. With that done, you need to add an appearance.2da entry for your new droid. Make a duplicate of HK-47's row at the bottom of appearance.2da, changing the two instances of P_HK47 to your model's name (C_HKAss as used so far in this example). Also increment the row ID number (509+, depending on whether you have existing custom appearance.2da entries or not). Give it a custom label so it is easy to recognise (for example, Droid_HK_Assassin_Roth9). Save appearance.2da and put in your Override (if not there already). Now in KTool you should be able to edit lev40_assaultdrd.utc, changing the appearance drop-down to match your new droid. Then save a copy of the UTC and place it in your Override folder. You'll need to test with a save prior to entering the level. Here are the model files I came up with, if you want to use them - https://www.darthparametric.com/files/kotor/k1/[K1]_HK_Droid_Disabled_Animation.7z A not regarding animations called in k_plev_altdrd_ud. It lists animations 1, 24, 100, 101, 102, 103. These correspond to int ANIMATION_LOOPING_PAUSE2 = 1; int ANIMATION_LOOPING_PAUSE3 = 24; int ANIMATION_FIREFORGET_HEAD_TURN_LEFT = 100; int ANIMATION_FIREFORGET_HEAD_TURN_RIGHT = 101; int ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD = 102; int ANIMATION_FIREFORGET_PAUSE_BORED = 103; The interesting thing is that C_Drdmkone doesn't have a "pause3", or "pauseinj", which I thought it might be referring to. Same with the scratch head and bored animations. I'm not sure how relevant these are. It may require playing through the vanilla version multiple times to see if you spot anything relevant.
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
In the case of Jorak Uln's mod, that's using a save after having entered the area previously. You are spawning the original Mullet Man placeables. In the case of Kainzorus Prime's mod, no, do not install mine first. Install KP's first, them mine over the top. That should require no further action (aside from not using an existing save once again). -
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:
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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. -
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.
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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.
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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.
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How to add upgrade slot to TSL Jedi Robes?
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
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. -
How to add upgrade slot to TSL Jedi Robes?
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
The texture is defined by the Texture Variation number. Which is 5, in the case of a_robe_12. -
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.
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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
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Version 1.4
35,654 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. -
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/
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All good things to those that wait.
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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.
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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).
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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.