DarthParametric

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Everything posted by DarthParametric

  1. These were my custom models. The different hierarchies were a result of me swapping bits around, linking and unlinking to the base. By chance it ended up with Carth's having the meshes at the top of the hierarchy. It would appear the game is rendering transparent meshes strictly in the order they appear in the model's hierarchy. A quick Google would suggest that this is a legacy of the way the OpenGL Z buffer works. The fact that neither Bioware or Obsidian implemented a fix for rendering multiple overlapping transparent meshes actually works in our favour in this instance, as we can use that to occlude the troublesome interior meshes like the eyeballs and mouthbox. Ironically if they did have the renderer working "properly" then the holograms would presumably be irredeemably bug-eyed.
  2. You'll have to create custom textures, possibly unique per door, and bake the lighting into the diffuse (or fake the effect of such at least).
  3. You can still get GMax for free from TurboSquid. But this is not the thread to be discussing it in.
  4. The non-combatant NPCs are Neutral, set to No Interrupt, and still have the selection circles/health bars. I could actually set them as placeables, but I'm not that fussed on those ones having the health bars. Could I at least script the fighters to always stay at full HP? If they must have health bars, I'd prefer to have them full like all the neutral NPCs, not at 1 HP.
  5. Possibly, but it should be easy enough to make your own custom one using any mod that takes your fancy. They all have unique appearance.2da entries, so you'd just need to adjust that to point to your preferred model and/or texture.
  6. Yeah, pulled from the level assembled in Max. They are from 504ONDh.
  7. As long as it's power of 2, it will work fine (assuming it is set up correctly). Resolution is probably the bigger issue. The game can start to choke on large animated textures.
  8. Carth still has the mouthbox issue, but that could be because the mouthbox is part of the head mesh. Skinned meshes are typically bottom of the hierarchy, but comparing the binary models I spotted something interesting: And here are the source hierarchies: I'll try breaking out the mouthbox to a separate mesh and putting it under the head mesh in the hierarchy. And try reorganising Cede's hierarchy in the same manner. Edit: Seems like that works fairly well. I need to make some adjustments to the mouthbox, as I accidentally included a strip of the bottom lip. He looks a bit fish-mouthed without the teeth/tongue not being visible, but that's probably about as good as it going to get. Here's the revised hierarchy: Ironically I probably added problems by switching from a full body model, like Jinger/Kreia had in the original Admiralty mod, to separate heads. I can switch back though, which should remove the issue of the neckline. How many other holograms are there? Presumably all the Harbinger officers would need to be redone. All the various people on Perargus. Cede and Carth of course. Bao-Dur towards the end-game. Who else? Edit 2: Here's a revised Cede: I tried switching off the "hide in hologram" flags for his teeth and tongue meshes and it seems like it is mostly ok under this new arrangement: There's a few glitches here and there. The ones around the nose corners seems like it might be because of the topology, so I'll see if I can tidy that up. After that, I'll try the full body version and see if that alleviates the neck issues. Edit 3: Here's the full body Cede: Now the head properly occludes the body, but at the price of some small overlap/intersection glitches. I guess that is the lesser of two evils. Although there's a weighting issue causing some of that - bottom row of neck verts weighted to necklwr_g instead of torsoUpr_g, causing it to clip into the torso. An easy fix. Actually it's the way the collar is set up on the torso. Because it is uneven, the bottom of the neck clips through to hide the join, which would normally be fine, just not on a hologram. Made some minor mesh adjustments to minimise it. Edit 4: OK, so bare minimum requirements seem to be a full body model, mouthbox split out, and correct mesh hierarchy. Seemed to work out well for the Harbinger Captain. I'll roll changes for the Harbinger crew holograms into the Admiralty Mod Redux when I get that sorted in the next month or two. There are still some minor glitches caused by overlapping geometry within the same mesh, like when the head tilts down and you see through the chin to the neck, but I can't see any way of resolving that. Around 95% clean is probably about as good as it is going to get.
  9. It seems inconsistent with what meshes cause issues. I noticed this when I was playing around with a rehash of the Admiralty mod. My version of Carth's head didn't have any problems with the eyeball or eyelid meshes, yet Cede's head did: Looking at each of the models, there is no immediately discernible difference in their eyeball or eyelid meshes. The back of the hat when looking front-on is the same. Not really visible through Carth's melon, but visible through Cede's. In both cases I lopped the tops of their heads under the hat completely off.
  10. I tried it with the kolto tanks and the game didn't use the lightmaps when they were placeables. They were pulled out of the same room model so I just kept the existing lightmaps they already had with some tweaks to the lightmap UVs (which is what they used when I ended up integrating them into the room model).
  11. Any modelling program can do the actual modelling, but for the game setup and export you are mostly limited to Max/GMax, although work is continuing on Blender support (I'm not sure if the currently available scripts for it extend to level model support). Edit: Revised the water lilies. I'm much happier with this version, and they are far more efficient geometry-wise to boot. I changed the water texture, but it still seems too transparent, despite lowering the opacity from the vanilla version. I'll have to tweak that. I also need to figure out the level model issues I encountered so I can go that route rather than using placeables. They really need to be lightmapped.
  12. TSL's ponds are meant to be overgrown and stagnant. They are kind of brownish. My water is basically clear at the moment, as I am currently just using one of the vanilla water textures, but I intend to make it darker (although not to the extent in TSL). There are a couple of ways to go about this sort of thing. Typically you'd edit the level model, although when I tried that I got some errors that I need to chase down the cause of. For now, I'm just adding them as placeables. KTool is one of many tools involved in the process, but it's not the primary tool, no.
  13. No, and that would do nothing anyway. UVs simply map the geometry to 2D space. Even if you remove the texture, the physical geometry is still there. You need the mouthbox, otherwise you'll just have a giant hole when they open their mouths.
  14. They are using the Predator and Prey factions so they attack each other without attacking anyone else.
  15. The most extreme approach would be to excise as much extraneous geometry as possible, likely requiring changes to how some meshes. like eyes, are animated. The mouthbox would probably still be an issue though. While you could alter it to be smaller, you can't get rid of it altogether.
  16. I've been spending a bit of time in K1's Jedi Enclave of late. Running back and forth around the landing pad and inner courtyard reminded me of how much I hated those empty troughs, and how much better TSL's overgrown ponds looked by comparison. I figured I'd try and spruce up the K1 version a bit to create a bit more visual continuity between the two games. I've got some basic ponds set up: But I'm not super happy how they turned out. I'm going to redo the water lilies, taking a different approach (the way I did it seemed like a good idea at the time, but was kind of stupid). I need to darken the water texture a tad, and tone down the UV jitter. It's a bit too animated at the moment for what should be fairly still water. After that I figured I'd add a few vertical elements. Some reeds, maybe some water lily flowers. Possibly some water fountain VFX? Once the ponds are done, I thought a little bit of extra shrubbery here and there wouldn't go astray. I'm open to suggestions for other improvements.
  17. You can get the co-ords of any actual lights, sure. For 504OND: SunAurora -533.71211 279.90932 234.846 AuroraLight01 -533.71211 359.2618 559.90398 Seems like AuroraLight01 is the actual sun.
  18. Looks to me like the light bake is too uniform. Given the sun position in the scene, the building should be fully lit on the left and in shadow on the right (as you look at the pic).
  19. Interesting. The NotReorienting flag is not exposed in KTools K1 UTC editor, only TSL.
  20. Yeah there's nothing in the UTC that does it, not that I can see at any rate. I was sure I had seen non-interactive NPCs in the game with no UI elements, but maybe it was only in TSL. If it wasn't combat-related I could just cheat it by making them a placeable, but that's not really practical for sparring. The Doesn't Reorient thing would be useful for some of the others at least. How would I go about incorporating that?
  21. So poking through nwscript.nss I found this: // 708: SetNPCSelectability void SetNPCSelectability(int nNPC, int nSelectability);Does this (as I hope) disable clicking on the NPC? I am trying to kill the selection circle and health bar showing on some NPCs but haven't found any obvious method to do so. If so, what script would this be best incorporated into?
  22. That's why it's an optional extra. Don't use it if you don't like it.
  23. While I am waiting to see if bead-v can resolve the issue with the VFX, I decided to put together an optional extra. Seeing as Malak asks you if you recognise the captured Jedi, I figured it would make sense to add them as background NPCs on Dantooine. The first group I added having a sparring session in the landing bay: Thanks to Kexikus for helping out with the scripts. I still need to figure out how to make the two that are fighting non-selectable though. I removed their names, but they still have health bars and a selection circle on mouseover (or when closest to the camera). I figured I would spawn the remaining ones in the outside courtyard, where you meet Nemo. There are a couple of groups of settlers that could each have a Jedi attached to them.