DarthParametric

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Everything posted by DarthParametric

  1. It's just bitching about not being able to create a sanity output text file. The NWMax sanity check feature is pretty broken for KOTOR models anyway, so you can just turn it off. From memory you may have to disable it within the script preferences as well as unchecking it on the AuroraBase output settings.
  2. Be prepared to see a lot of that. KTool is old and cranky. It will throw a lot of errors in the course of general use.
  3. I've adjusted the weights for the lower section of the jacket to fix up some deformation and clipping issues: I really should have added some extra subdivision on the back middle section, but I'm not going to attempt that level of alteration at this point in proceedings.
  4. This should provide a solid background of the ins and outs of the Blade Runner pistol particulars: Edit: The Tomenosuke Blaster Pro is the Japanese replica that Adam mentions in the video - http://www.tomenosuke.com/blaster/
  5. Finally got most of my stuff reinstalled on the new system, so I've picked this back up. I've done the UV unwrap for the jacket and remapped the recycled bits to fit on a single texture. Gave it a skin wrap and tweaked the weights, ready for an in-game test.
  6. If you are talking about my mod, which isn't a "skinpack" per se, then it should be fairly compatible with just about any mod as long as you install it last. The only mod that is likely to be incompatible is that one that alters HK to use player animations (and even that may still work, I've never really looked at it).
  7. The models are fairly irredeemable. The heads at least would definitely require new meshes. The Gran is probably feasible, since it would require minimal skinning/rigging, but I'd say you are probably out of luck getting a new Quarren (at least one that is animated anyway).
  8. An alpha dictates transparency by greyscale values. White is 100% opaque, black is 100% transparent. You won't actually see transparency in Gimp. It's a mask that the game uses to control transparency. If you are creating transparent images in Gimp, try saving them as PNG and then converting them to 32bit TGA. PNG actually uses an alpha for transparency, unlike GIF, and I believe that Gimp will preserve it during conversion (unlike PS).
  9. It looks like in some instances, holo Vandar for example, they animate the alpha value of the meshes instead.
  10. If you just mean the appearance, the easiest option would be to extract a copy of the DS texture, PMBJ01, rename it to PMBJ02 and put it in the Override folder, overwriting when asked.
  11. That's an OpenGL shader hack. It has nothing to do with regular mods and won't affect them directly.
  12. You also may want to do a level transit cycle. While an onload script should notionally function correctly loading directly into a level, I have found it can get a little flaky if you are loading a save where you'd previously spawned different stuff in via script. That's why I usually like to test somewhere right next to the Ebon Hawk, so you can enter and exit to quickly cycle through a level load.
  13. They have no skins/weights, and will likely never do so, so they will probably never be released.
  14. Nothing further as yet. I've been busy with work and I'm also in the middle of switching over to a new PC. Might be a few weeks before I get back to it.
  15. You have TSLRCM installed? I wouldn't be surprised if they were incompatible.
  16. Shading errors from being all one smoothing group. I'll have a look when I get the chance. Edit: I'm having some difficulty getting it fixed. This is not perfect, but see if it is an improvement - https://www.darthparametric.com/files/kotor/tsl/VP_Female_Exile_PFHC06_Fix_2.7z
  17. It's not actually a bone, it's some of the hair trimeshes and the head skinned mesh. Their axis/pivot is up around 1.6m in the air. The problem exists in a couple of TSL heads. I'd guess they had those heads mounted on a body, but forgot to reset some of the pivots when they moved the meshes down to world zero. It exists in the vanilla binary model and is not an artefact of MDLOps (for once). On top of that, if you look at the head's skin modifier, you'll see it has weights assigned to all sorts of ridiculous things like the mask hook and goggle hook, as well as the hair alpha trimeshes. The tongue's weights are split between one of the eye corner bones and the talkdummy. It's why NWMax classifies them as bones, because they have weights assigned. Again, this is part of the vanilla binary model. It's actually worse in the binary model, as it also has a bunch of other stuff in the bone list, like the AuroraBase itself, but I assume they must not have any weights assigned so they don't show up in the ASCII. That's some super sloppy work from Obsidian. From memory when I was playing with some of these previously I ended up just resetting the pivots, doing a Reset X Form, and creating all new weights by skin wrapping to one of the other heads. You could also try salvaging the existing weights by reassigning them to the proper bones. For that you probably want to expose the hidden/unlisted "Select Vertices By Bone" command, which is crazy useful (and I have no idea why they hide it). Use the Customize User Interface setup to place it as a button on your toolbar (it should be listed under default actions). Then when editing envelopes (with vertices enabled) you can select a bone in the skin modifier and hit the button to select all verts weighted to that bone. But I seem to recall all those heads affected in a similar way are a complete mess, so you're probably better off just nuking it from orbit and starting from scratch.
  18. Yeah the mangled head sounds like good old MDLOps at its best. Observe these Cthulhian horrors: When that happens, decompile your new binary model, import the ASCII back into Max/GMax, re-export, recompile. Repeat a few times if necessary. Sometimes that will fix it.
  19. It's a genetic condition of the Shan family. It's treatable:
  20. You don't want to do that. The animations are arranged in a hierarchy of models. Pick the wrong one and you'll get the wrong animations, or miss out on certain ones altogether. Post your ASCII model (and your Max/GMax scene file if you can) and I'll have a look at it. I'm not one of the developers, so I can't make any informed statement regarding release dates beyond soon™. Regarding what they bring to the table, fixing most of the issues with MDLOps basically. For example, beyond fixing simple bugs and quirks, incorporating the functionality of Head Fixer and completely obviating the need for Replacer. There is nothing public at the moment, beyond the fruits of a few beta tester's labours, but hopefully that won't be the case for much longer.
  21. File Name: Kel Dor Modder's Resource for K1 File Submitter: DarthParametric File Submitted: 21 Jul 2017 File Category: Modder's Resources NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD! This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder. Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities. The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation. Click here to download this file
  22. View File Kel Dor Modder's Resource for TSL NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD! This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder. Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities. The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation. You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself. Although note that this model is basically superfluous now that porting from TOR is allowed. Submitter DarthParametric Submitted 07/21/2017 Category Modder's Resources  
  23. http://deadlystream.com/forum/files/file/770-kotortsl-headfixer/