DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. It's a genetic condition of the Shan family. It's treatable:
  4. 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.
  5. 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
  6. 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  
  7. http://deadlystream.com/forum/files/file/770-kotortsl-headfixer/
  8. In TSL you almost always have to inject UTC changes into a MOD file because Obsidian was lazy and reused the same UTC tags/resrefs over and over. K1 though is generally fairly good about using unique identifiers. Although within a single module that shouldn't be an issue regardless. What are the tags of the UTCs you are editing? It's not entirely impossible that they spawned multiple instances of the same UTC, but I find it unlikely.
  9. You don't specify the head in a UTC as such. You specify the appearance.2da row. That, in turn, references a head (and possibly a backup) in heads.2da. What exactly are you changing?
  10. Version 1.0

    219 downloads

    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.
  11. Version 1.0

    176 downloads

    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.
  12. Most non-unique models have no inherent animations of their own. They derive animations from what are known as "supermodels". The supermodel is specified in the AuroraBase. If that info is missing then the model will have no animations in-game. Regarding your other points, Head Fixer is for correcting an inherent issue with MDLOps when compiling head models, where it doesn't correctly link to the neck bone, causing the head to float or otherwise be offset when used in-game. That's a separate issue an unrelated to animations. Tania's Replacer is effectively a GUI-based hex patcher. It's a way to side-step compiling new models by simply patching an existing model with changes to vertex position and UV co-ords. It would not be applicable in your case, as it can only work with minor alterations to an original model, not any changes that delete or add vertices/UVs. Both of these will soon be obsolete with the upcoming release of new model compiling tools.
  13. KTool doesn't always organise things alphabetically for some reason (maybe it does something like list by offset in the archive). The easiest thing to do is just extract the model BIF into a folder somewhere.
  14. If you load the save with KSE, what are the values of: Globals -> Numerics -> K_SWG_HELENA Globals -> Booleans -> K_SWG_HELENA_TALK Globals -> Numerics -> K_SWG_BASTILA Following the advice of JCarter in this post, try the following: Unless you have a working fix for the romance glitch installed, do not try talking to her again after the final romance convo.
  15. Lol, I love the brutal putdown by the K-Files reviewer. My kind of guy. I should again reiterate that this is NOT my work. It is a Jedi Academy mod by Toshi.
  16. That's because it is Toshi's JKA Luke.
  17. http://deadlystream.com/forum/topic/4031-porting-request-rotj-luke-skywalker-outfit-with-permissions/
  18. The entire issue of the magazine is available from the GDC Vault, which has an archive of all issues of Game Developer magazine (1994 to 2013) by the publisher UBM Tech - http://www.gdcvault.com/gdmag/ The direct link is - http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_December_2003.pdf (pages 42-46, with an interesting additional HK-47 concept as a page background, not shown in the Gamasutra version. Also a Q&A with Obsidian's CEO Feargus Urquhart on page 16 - Obsidian was founded just a few months previously) A TSL postmortem is available in the April 2005 issue - http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_April_2005.pdf (pages 34-36) The “Managing Multiple Projects” article by Ray Muzyka and Greg Zeschuk mentioned in the K1 postmortem article is available in the March 2003 issue - http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_March_2003.pdf (pages 34-42) The archive is not searchable unfortunately, so I don't know what other articles of relevance there may be. A quick Google search turned up reference to a NWN postmortem, but that was it.
  19. A reprint (?) of the article "Combat System Development on BioWare's Star Wars: Knights of the Old Republic" from the December 2003 issue of Game Developer magazine. http://www.gamasutra.com/view/news/299385/Classic_Postmortem_BioWares_Star_Wars_Knights_of_the_Old_Republic.php
  20. Either way, there's room for it in TSL. Possibly it could be tied in with the fuel for Citadel Station plot. You could set up fuel shipments as cover for illicit cargo.
  21. The smuggling missions sound far more interesting to me. Also seems like the kind of thing the community could reasonably develop for either/both games.
  22. More so than simply extending it, you'd have to add additional sub-division in order for it to deform smoothly, and adjust (if not entirely remap) the UVs to deal with the stretching. Then there's the collar that would need to be added from scratch most likely. You'd essentially be making a whole new mesh. Edit: Something like this? It utilises the hybrid scoundrel/scout like JCarter suggested, but required extensive reworking of the jacket as I alluded to.
  23. At what point though? Does it persist after Visas does her meditation? Post a save with the VFX active for others to test.
  24. Do the Visas meditation VFX only appear when you first go there? I can confirm that loading a save from the end of that deck on an unmodded Steam version I see no VFX in that room.