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Everything posted by DarthParametric
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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.
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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.
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I forgot to enable normal maps in the previous test. Also added a head variant, based on the Republic medical droid.
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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.
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2.6 million tris, ready to bake!
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Custom Head (for PC and Companions)
DarthParametric replied to Whyp's topic in General Kotor/TSL Modding
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. -
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.
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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.
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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.
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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.
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It's eminently possible, it's just completely improbable that anyone is going to model it for you.
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Oooh, your fanciness has graduated to a new level. Nice.
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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.
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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.
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Increasing The Size of K1's Menu Screens?
DarthParametric replied to L0ki194's topic in General Kotor/TSL Modding
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. -
Increasing The Size of K1's Menu Screens?
DarthParametric replied to L0ki194's topic in General Kotor/TSL Modding
No, you would create a patcher that would edit the appropriate values for a given resolution, like UniWS does. -
Need help to modify game mechanics in Kotor2
DarthParametric replied to GGT89's topic in General Kotor/TSL Modding
You can equip the party on the ship. Just use the arrows next to the portrait in the inventory. -
Increasing The Size of K1's Menu Screens?
DarthParametric replied to L0ki194's topic in General Kotor/TSL Modding
More or less, yeah. I only know of it second-hand though. The true font of dark knowledge is reticent to emerge from the shadows to speak of such things publicly, lest it draw the ire of the moderators/admins. -
Increasing The Size of K1's Menu Screens?
DarthParametric replied to L0ki194's topic in General Kotor/TSL Modding
You can modify the GUI files to make the interface properly fit a widescreen display, but the position of certain elements are hardcoded in the EXE, which means that things like buttons will end up in the middle of the screen. The only way to fix it is to hex edit the EXE and change those hardcoded values to suit your specific resolution. -
Increasing The Size of K1's Menu Screens?
DarthParametric replied to L0ki194's topic in General Kotor/TSL Modding
Fixing the offsets for certain in-game menus requires hex editing the exe. -
Turning characters into holograms?
DarthParametric replied to doboy's topic in General Kotor/TSL Modding
You'll likely want a new appearance.2da row pointing to a custom version of the model with the alpha adjusted, then add the blue glow VFX via script. Refer to this post for an example: http://deadlystream.com/forum/topic/5574-how-to-make-a-character-see-through-k1/?p=58371 -
You have a degenerate UV face on the outer side of the knee area, so you need to pull the offending vert out a bit, something like this: You'll presumably have to adjust your texture to match. As to the backface culling, while it might not be noticeable in motion, remember half the game she is probably standing around. It's very noticeable when she is idle. So as to not destroy your existing skins and UVs, I'd just create some copies of the glove and boot meshes, then extrude out from the edge loop and delete the original polys. You should be able to form an inverted cone shape with a bit of lip where it meets the original mesh that will do the job.
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How many new rows can the appearance file have?
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Sounds kind of like an issue in Dragon Age Origins, where even though the toolset could address a theoretical 65,535 rows in a 2DA, a GFF bug/error meant that the ID field in UTIs was only 1 byte instead of 4 bytes, so the game could only address up to 255 rows. http://www.datoolset.net/wiki/Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game -
You should set Max's two unit settings to cm for working with KOTOR models. Customize -> Units Setup -> Display Units Size Customize -> Units Setup -> System Unit Setup -> System Unit Scale Moving bones is inadvisable, you should always modify your mesh to suit the rig, not the other way around. In broader terms, any moving, scaling, rotating you do on any object in Max needs to be followed up by a Reset XForm (reset transforms) operation in order to "bake in" the new transform. This will apply a modifier to the object stack which once again needs to be collapsed. Not doing so will lead to headaches down the line. Also, one thing I forgot to do was to adjust the diffuse/ambient values of your material. Max sets them around 50% by default, so your textures will appear dull in the game unless you change that. You can easily edit the ASCII in a text editor. Under your individual mesh nodes you'll see something like: node skin Visas18 parent VisasAssassin position 0 0 0 orientation 0 0 0 0 scale 1 alpha 1 selfillumcolor 0 0 0 diffuse 0.587999999523163 0.587999999523163 0.587999999523163 ambient 0.587999999523163 0.587999999523163 0.587999999523163 render 1 shadow 0 specular 0.000000 0.000000 0.000000 shininess 0.000000 wirecolor 1 1 1 bitmap MiscDiffuse3 Change the diffuse and ambient to diffuse 1.0 1.0 1.0 ambient 1.0 1.0 1.0 You can do a find and replace, but the values for the 3 textures are different so possibly it may be easier to import it back into Max and re-export. Speaking of textures, I said early on that ideally you want a single texture, especially if you want texture variants. The game can handle a model with multiple textures, but not for anything that requires variants (or an appearance.2da texture override). I imagine in this instance, the same as the vanilla Visas outfit, it doesn't matter, but it's something to keep in mind for future projects. Edit: I realised that the version I posted earlier had completely screwed UVs. MDLOps up to its old tricks again. I fixed that up, and adjusted the diffuse/ambient values while I was at it. I also compiled it and tested it in-game. I noticed that your legs still have a few UV issues, although I don't think this is the fault of MDLOps, rather just an edge texture vert or two that needs adjustment. Also, you will need some additional geometry to cap the ends of your boot and gloves because of backface culling, and the neck/shoulders area may need some adjustment if you want it to mate with the vanilla head (probably not relevant if you are making a new head). Fixed binary and ASCII model - https://www.darthparametric.com/files/kotor/misc/Goose_VisasAssassin_Fixed_UVs.7z
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