DarthParametric

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Everything posted by DarthParametric

  1. Presumably you derived the base model you rigged to by decompiling the vanilla model, so I can't see that being the problem. And as such you can obviously decompile, which should notionally rule out a problem running MDLOps. You didn't change the ASCII? You have hide extensions turned off in Windows Explorer so you can be sure the filenames are right?
  2. I used the ASCII you posted earlier in the example above. You are using the original binary copy of P_VisasBB on your end, right?
  3. The AuroraBase was already named correctly, VisasAssassin. You just failed to properly rename the original P_VisasBB binary model (and also had a wrong filename on the ASCII, but MDLOps doesn't care about that).
  4. It is. Your model is named VisasAssassin. You need to change the filename of the supermodel (i.e. P_VisasBB) to VisasAssassin.mdl/mdx
  5. Typically when MDLOps hangs trying to compile it's because of an incorrect filename. If you want to post your models I'll take a look.
  6. You'll need to rename your AuroraBase to a unique name and then change the supermodel to P_VisasBB. Export without animations. After exporting the ASCII, change the filename to something like XYZ_ASCII.mdl. Extract a copy of the binary P_VisasBB MDL and MDX, then rename them to your custom model's name (whatever XYZ is). Put them in the same directory with the ASCII then load up the ASCII with MDLOps, hit Read and Write Model. Fingers crossed it doesn't screw up and collapse your PC into a singularity. Your compiled model should be something like XYZ_ASCII-k2-bin. You can delete the renamed supermodel, then change your compiled model's filename to XYZ. After that you'll want to edit appearance.2da and replace the references to P_VisasBB in her row. If you plan on making texture variants, you will need your texture names to conform to the format ABC01, ABC02, etc. In the texture columns of appearance.2da you just put the base ABC texture name. The item UTIs will specify the texture variant number.
  7. The highest res textures are stored in an ERF archive located at TexturePacks\swpc_tex_tpa.erf but they aren't TGA, they are TPC, Bioware's own format. You'll need to install KOTOR Tool anyway as a prerequisite for just about any KOTOR modding, and that will let you browse and extract the textures. Regarding bones, for the most part what you are looking for is anything with a "_g" suffix, for example rthigh_g, lforearm_g, etc. Although that's not a universal rule, for example breastbone. Anything with "_geo" is actually a rendered mesh, not a bone. Anything that is a dummy object you can ignore, like the AuroraBase that everything is a child of, anything with "hook", like DeflectHook or HeadHook, etc.
  8. You have weights assigned to non-bone objects, like the AuroraBase (P_VisasBB), the ignore ngon, and all the various dummies/hooks. You need to clear all those out. That's causing most of your distortion. But you also have incorrect bone weights, like fingers weighted to the pelvis.
  9. A simple diffuse is pretty much your lot in most cases. The game doesn't support specularity in the typical sense. It uses environment maps (i.e. cube maps) to fake a combined specularity/reflection. In practice it is mostly used for shiny metals because of how over the top it is (getting a nice flat specular highlight is pretty much impossible). You use the alpha channel as a mask for this, then specify the envmap via a text file sharing the texture name with the TXI extension (vanilla textures include this info internally). As you may suspect, this is an either/or proposition if you want to use alpha transparency. As for your skinning woes, it's hard to say from looking at pictures beyond a generic "weight issue". If you want to post or PM me your model I can take a look.
  10. Ah, well that's good then. I've never used Maya, so I don't know how similar or different they are. For Max, you apply a skin modifier, then in the modifier select the bones that will affect the mesh, then apply/paint your weights. The important limitation I mentioned earlier is that KOTOR can only accept a maximum of 4 weights per vertex. You can limit this in the Skin modifier in the Advanced Parameters section, setting the Bone Affect Limit value to 4. Embedding should work with any valid browser-renderable image format, via the IMG tag. Imgur should offer you embedding links via the Get Share Links option (in the mouseover menu).
  11. Ho boy. I assumed you were familiar with skinning. This will be a modding baptism of fire. Start here I guess - https://www.youtube.com/results?search_query=3ds+max+character+skinning+tutorial
  12. We'll need some sort of split-screen/side-by-side before and after showcase.
  13. Use the Sticky, young Padawan: http://deadlystream.com/forum/topic/3875-nwmax-plug-in-for-3dsmax-2014/ You'll need to decompile one of the vanilla models using MDLOps, then use NWMax to import the ASCII model into Max. That will give you a rig to skin to. When you are finished you can export a new ASCII model, then compile it back to a binary game format with MDLOps.
  14. Chances are it's a conflict with a different mod, not a fault with the mod itself.
  15. Is it actually running on the Geforce GPU? I've heard of people unknowingly running on the integrated GPU.
  16. I would recommend getting your head around how the Max/GMax KOTOR I/O script, NWMax, works. You can import an existing model and skin to that rig. I'm guessing your first issue is going to be aligning your body to the rig if you didn't use an existing KOTOR body as a basis. You'll also want to look into how KOTOR deals with body models. You are highly restricted because the game sets a single model per armour class, and can only use texture variants for that class. So, for example, if you wanted to use your model as Master Robes, then all other Master Robe variants would use the same model, and expect a specific numbered texture variant thereof (only for Visas though, if that's who you are assigning it to). The only way to get around the limitation for unique models is to go the disguise route (in the same vein as the space suit, Sith trooper armour, etc.), but that has issues of its own.
  17. Never underestimate the peanut gallery's ability to complain...
  18. It is certainly possible, but in practice it would be an absolute bastard to align if you are talking about something conforming to the buttons. I did consider it, but I would expect a lot of iteration would be required to get it right.
  19. There should be no reason the mod should cause a crash if installed properly.
  20. Unfortunately I don't know what else I can offer. I'm running the game here on Win 10 on a 120Hz monitor and don't have any of the issues you do.
  21. You can use [spoiler] [/spoiler]Substance can bake out your normal, AO, etc., but only if you have a high poly source for it to generate from. If you are not sculpting in ZBrush or the like, you may be stuck with more rudimentary solutions. I would suggest you not get too caught up in super-fine details. They probably won't show up very well in the game. It's probably worth doing some in-game sample tests first.
  22. The problem is you can't change GUI elements on a per-menu basis. It's universal and entirely separate from the menu models.
  23. The [Graphics Options] section of swkotor.ini for me is FullScreen=1 AllowWindowedMode=0 RefreshRate=60 Width=1920 Height=1080