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Everything posted by DarthParametric
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3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
In the NWMax toolbar there was some setting as I recall. I've just moved to a new PC, so don't have it to hand myself. -
TSLRP: Not Quite A Post-Mortem
DarthParametric replied to InSidious's topic in General Kotor/TSL Modding
Well we did get DeNCS out of it, so it wasn't all bad. Having been involved in an ill-fated large modding project myself (BG2R), I have some sympathy for TSLRP. I know well the pain of lots of people clamouring for a release, but nobody willing to actually help do the work. Having observed the TSLRP drama unfold fairly passively from the outside, I think their main mistake was not making public releases from an early stage. Closed beta testing is fine and a necessity, but don't go making a big song and dance publicly about something until you are willing to release it. Doing so would have done two things. It would have dampened some of the noise from the peanut gallery, and it likely would have encouraged more people to volunteer to help. -
How to edit character model in 2017?
DarthParametric replied to akadrus's topic in General Kotor/TSL Modding
Yes, you can't load binary models. You'll have to decompile them with MDLOps first, then load the ASCII model with NWMax. -
3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
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. -
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.
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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.
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Blade Runner "LAPD 2019 Blaster" Pistol
DarthParametric replied to Sith Holocron's topic in Mod Requests
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/- 1 reply
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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.
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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).
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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).
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How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
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). -
How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
It looks like in some instances, holo Vandar for example, they animate the alpha value of the meshes instead. -
Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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That's an OpenGL shader hack. It has nothing to do with regular mods and won't affect them directly.
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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.
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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.
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You have TSLRCM installed? I wouldn't be surprised if they were incompatible.
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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
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TSL | Missing animations in head models...
DarthParametric replied to Piscencius's topic in General Kotor/TSL Modding
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. -
TSL | Missing animations in head models...
DarthParametric replied to Piscencius's topic in General Kotor/TSL Modding
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. -
It's a genetic condition of the Shan family. It's treatable:
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TSL | Missing animations in head models...
DarthParametric replied to Piscencius's topic in General Kotor/TSL Modding
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.