DarthParametric

Modders
  • Content Count

    4,568
  • Joined

  • Last visited

  • Days Won

    514

Everything posted by DarthParametric

  1. The screwiness between animations still persists. You may want to add that to a "known issues" section in the download description so people are aware of it.
  2. Nice work. I liked the nice specular highlight you managed on the stone floor on the bottom level. The collision on the rotunda seems like it could do with being reduced a bit maybe. It might be worth considering some sort of physical barrier like velvet ropes - I've always hated invisible walls around what should be navigable terrain. I'm curious about those assassin droids. Do they ever engage in combat, or are they just for flavour? I'm wondering whether something more unique might be in order. Collision shouldn't be an issue with the new model tools. It should function like the vanilla models.
  3. I just tried a decompile of a vanilla saber, import/export into KOTORmax, recompile and get the same thing. Trying to decompile the new binary gives an error: Here are the files: https://www.darthparametric.com/files/kotor/misc/Recompiled_TSL_Saber.7z
  4. No. That thing always looked like it was screaming to me, with its giant wide open "mouth". I never liked the design. I might do one more head in the style of the vanilla KOTOR protocol droid. Not sure yet. As I said earlier in the thread, it would be a simple appearance.2da and/or UTC edit. Nothing particularly arduous.
  5. Any UTx file from templates.bif can go in the Override folder. Those are generic/universal. Anything specific to a module however may have to be bundled into a MOD, unless it has a unique filename. TSLPatcher is a necessity for any publicly released mod where conflicts may arise. For example, edits to 2DA files like appearance.2da. If you are just editing some basic UTx files then they should be fine loose.
  6. Make sure you aren't confusing a MOD file with what some other games use. In KOTOR's case, this is a module file. It overrides the RIM files that contain the vanilla content for a given module. For example, if you wanted to create a MOD file for the Nar Shaddaa Landing Pad module, you'd combine the contents of 301NAR.rim and 301NAR_s.rim into 301NAR.mod, editing the appropriate files. This MOD file would then go into the game's Modules folder (not the Override folder). You use MOD files in cases where you want to edit or replace module-specific files that would cause conflicts if you just put loose files in the Override folder. For example, UTCs for generic mooks with the same filename might be used in multiple different modules, but have different content (different tags/resrefs, different scripts, different appearances, etc.). Content placed in the Override folder will override based purely on filename, so you can end up unintentionally replacing content in a whole raft of different modules, which can lead to all sorts of problems. This is particularly an issue with TSL, as Obsidian was fairly lazy with their filenames. Subsequently there are a lot of duplicates that will cause issues when being modified unless confined to a MOD. Of course the next issue you face is there may already be pre-existing MOD files from another mod. This is particularly the case for TSL, where TSLRCM has a MOD for just about every module. If you are planning on publicly releasing a mod that edits a pre-existing MOD file, you'll need to make use of TSLPatcher to inject your content to ensure compatibility.
  7. There is no HK-47 menu. The only way he can appear is if you trigger the Dark Side player menu, where whoever is party leader shows up.
  8. Repost for the new page: Added another head variant. I figured I'd primarily use it for S4-C8 in the Pazaak Den on Nar Shaddaa in TSL. For K1 I'm not sure. Nah, it's just a generic one. And it was more just to see how it looked. It needs some adjustment I think, maybe desaturate it a bit or otherwise tweak the colour. I'll do a specific texture for B4-D4 with the extra black bits and Czerka logo, like his vanilla texture. I'm working on the Republic ship droid (C2-N2) head at the moment. I might give him that one (not sure whether to keep it unique). ==== Edit: I figured it might be good to show some actual work-in-progress in this WIP thread, so here are some updates as I progress on the new head (missing some intermediate steps at the beginning): And last update for today: That's an evening's work, spread over about ~6-7 hours. It's about 3/4 done I'd say, just the back section, the neck, and a few touchups to finish it off, then on to the high poly. ==== Edit 2: Continuing on, the back half of the head is now complete, although progress has been significantly slowed by some weird multiple BSOD issue I suddenly experienced today. And I think it's done: Next is UV mapping, then making a high poly, then it's on to baking and texturing.
  9. Added another head variant. I figured I'd primarily use it for S4-C8 in the Pazaak Den on Nar Shaddaa in TSL. For K1 I'm not sure. Edit: D'oh, forgot to enable the normal map. Again. Changed to revised video.
  10. The only way for you to do so given the limitations of the tools that are currently available publicly would be to hex edit the models.
  11. I forgot to enable normal maps in the previous test. Also added a head variant, based on the Republic medical droid.
  12. Got a first pass done. Still need to pick out some of the details, fiddle with the weathering, and fix up a couple of remaining bake errors. In-game test. As usual, struggling with Odyssey's terrible rendering butchering things.
  13. A cursory glance suggests there is no specific tutorial for this in the tutorial section (which is kind of odd, given the entry-level nature of it). Browsing through the archive of LucasForums, even their tutorials for this were pretty lacking. A basic overview is as follows. Heads need custom entries in heads.2da and portraits.2da (for party member and player heads), and then need to be referenced in appearance.2da. If you want an additional player option, then new rows need to be added to appearance.2da for this. If you are reusing an existing head model then you will need to hex edit it and change the name to avoid clashes with the original. You should be able to follow the pattern of the vanilla 2DA entries to create your custom additions. For heads.2da, you specify the model name along with the Dark Side transition face textures (TSL's heads.2da also has provision for overriding the base face texture as well, which is handy). In much the same vein, portraits.2da specifies the base and DS portraits for your head. It is also the sole determinant of your player's sex, as far as I am aware. Lastly, appearance.2da specifies what body models your entity uses (as well as linking to the head ID). It requires 3 rows, for small, medium, and large body sizes (somewhat superfluous in TSL given everyone uses medium models). Typically you'd duplicate some existing entries and then just edit the appropriate values to change them to your unique ones.
  14. Fixed an issue with incorrect neckline skin weights, so hopefully there should no longer be any visible gap. https://www.darthparametric.com/files/kotor/k1/[K1]_DeadMan_Ep3_Anakin_Skywalker_Revised_02.7z And here's a before and after picture showing the changes. I forgot to mention in the previous post that part of the face changes I made addressed the eye socket size/shape/position, so the eyelids no longer clip or otherwise look odd. He does kind of have a horse face thing going on now though. Might need to adjust the width a bit.
  15. I've updated the link with a proper installer version. No need for hacky workarounds. Edit: I made some changes/adjustments, if someone wants to test them out. Fixed the shading/smoothing issues, corrected the reversed/flipped UVs on the ears, re-jigged size/vert positions of mesh to more closely match the other male heads (this has resulted in a face structure change), skinned to male rig. Extract and overwrite the original model in your Override. Edit 2: Updated again, see below.
  16. Decompiled it, sorted out some of the issues (wrong supermodel, wrong AuroraBase name, wrong texture name), recompiled for K1. You posted a pic in character creation, so I assumed you had sorted out the 2DA side of things. I can whip up an installer if you need it.
  17. The model has a number of issues. I haven't fixed the geometry issues, like the mouth corner shading issues, hard seams, positional offsets, etc., but this should get you up and running at least: Edit: Updated, see next page.
  18. It's eminently possible, it's just completely improbable that anyone is going to model it for you.
  19. Oooh, your fanciness has graduated to a new level. Nice.
  20. If you collapse the entire stack, then yes, your weights are destroyed. That's why you move the Unwrap UVW modifier underneath the Skin modifier, then right click on it and select Collapse To. That will collapse the Unwrap UVW modifier but leave the skin intact. Of course if you add new geometry then that will necessitate reskinning, which is why I suggested adding the caps as separate meshes. Depends on how much work you want to do.
  21. Have you tried replacing them with simple shapes like cubes? Assuming that results in no performance loss, you could just start sub-dividing until you find the breaking point.
  22. Patching an EXE is fine. All widescreen discussions would be off limits otherwise. What isn't fine is removing/bypassing DRM, or redistributing the EXEs. The EXE for the GOG version has no protection, in line with their no DRM policy, so there would be no issue creating a standalone patching program in the same vein as UniWS to patch the appropriate offsets to match a user-specified resolution.
  23. No, you would create a patcher that would edit the appropriate values for a given resolution, like UniWS does.
  24. You can equip the party on the ship. Just use the arrows next to the portrait in the inventory.