DarthParametric

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Everything posted by DarthParametric

  1. Seeing as there was a bit of spare UV space, I decided to try out a second version with the addition of the collar from one of the player armours: Here are the compiled models of both versions with placeholder textures (as pictured above) and UV templates: http://dpmods.wheb.org/files/kotor/misc/DP_Helmetless_Mandalorian_Armour.7z
  2. I remapped the neck plug and did a quick test in TSL:
  3. It's relatively straightforward to make a new version. The main problem is that removing the head/helmet leaves a giant hole in the torso. I plugged it with a piece of the naked body mesh and rejigged things to smooth out the shape a bit. I just did a quick and dirty adjustment of the neck plug UVs for testing purposes, so there's a pretty nasty seam in the pics. I'll have to have a look at where those islands can be best squeezed in. The map looks pretty packed, although removing the head should obviously free up some space.
  4. No. While it looked ok at first glance, there were a bunch of issues that required fixing. It ended up being shelved.
  5. I think I have some sort of MDLOps battered wife syndrome. Every few months I come crawling back, only to straight away go "Oh, right. That's why I walked out last time" http://dpimages.wheb.org/FU_MDLOps.jpg

    1. bead-v

      bead-v

      LOL in a way it does look kinda awesome though! haha

    2. VarsityPuppet

      VarsityPuppet

      I think describes KOTOR modding in general haha

    3. DarthParametric

      DarthParametric

      After various experiments, it seems Edward Scissorhands is the best MDLOps is willing to give up:

       

      http://dpimages.wheb.org/FU_MDLOps_02.jpg

       

      It reminds me of the issues I had with T7.

    4. Show next comments  438 more
  6. You'd probably be best off just giving them custom appearance.2da rows.
  7. Lol yeah, that's Bioware's UV mapping for you. Seriously their early 3D stuff must rank amongst the worst in the industry. There's not much you can do with it if you want to stick with the Replacer (i.e. hex editing) approach.
  8. Here's a TSL version: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes.7z And if anyone wants to do a proper texture for it, here are some additional assets that might help: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes_Texture_Assets.7z
  9. Here's a blue eye variant of the texture - http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Edited_Comm_W_F_Vima_Sunrider_Blue_Eyes.7z I did experiment a bit with the dangly bits from PFBH04 last night. It didn't look too flash to be honest. I'll compile a standalone TSL version of the outfit when I get a chance. For the screenshots above, I just did a very quick override test in K1.
  10. As I mentioned above, in reply to your previous post, the Comm_W_F head, AKA Balaya, is still in TSL and with an improved texture. Here it is colour matched to the K1 version: The eyelashes of the original shared the same UV space as the hair tie, so I broke those out in order to allow for a coloured hair tie instead of black. I also repositioned the UVs for the rest of the eyelids while I was at it, to better match the skin tone (the originals were split with one using hair texture, the other face texture). Here's the edited head and texture, if you want to use them Kexikus: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Edited_TSL_Comm_W_F_Vima_Sunrider.7z
  11. Mission does, the NPC Twi'leks do not.
  12. I agree. That Ithorian in Top Gun was totally hot.
  13. Download JC's Duros heads from this post and put them in your tslpatchdata folder, along with copies of the original versions of heads.2da and appearance.2da. Then use this modified changes.ini: I set it to edit jedi_006 and swap it to Duros head 1, but you can change that as you see fit by editing the filename of whichever UTC you prefer, and choose between memory tokens 6 to 10 for whichever of the 5 Duros heads you prefer.
  14. Did some mesh and UV edits of Bastila's clothes with a super quick and dirty texture mockup. If someone wants to do a proper retexture, I think it would work pretty well. Since this is TSL, PFHB04 might work as a basis. Already has the dangly bits at the front, and a ponytail. Just move the ponytail up a bit, do a bit of minor reshaping, edit the texture. Yes, it's still in TSL - Comm_W_F. Obsidian even provided an improved texture, Comm_W_F_M (512x512 vs the 256x256 Comm_W_F01 used in K1), although it is a little darker, with the hair brown rather than redish. It would be fairly easy to colour correct though. You could probably also transplant some dangly bits from another model, like the aforementioned PFHB04.
  15. I can see the similarity with Bastila's in-game clothes model. You could probably make a retexture of it pretty close to that. The head seems like it has some sort of topknot ponytail.
  16. The only problem with that - hence why I deleted it - is that the trial scene is from just after Malachor, before the events of K1. So Vandar would still be alive at that point regardless.
  17. According to Wookieepedia: and http://starwars.wikia.com/wiki/Attack_on_Dantooine_(Jedi_Civil_War) Although all that is irrelevant anyway I guess, as the Council recording took place before K1.
  18. It's reasonably straightforward to add a bit of alien variety if you want. Aside from the heads in JC's pack, I can probably dig into my garbage pile for something more exotic if you are willing to do some texturing.
  19. It's included as part of the TSL Holowan Plugin: http://www.jumpstationz.com/index.htm?http&&&www.jumpstationz.com/Darkkender/HolowanPlugin.htm Achilles also has his own site, although I don't see that particular mod on it: http://www.freewebs.com/achilles01/
  20. You don't need MDLOps to change textures. A hex edit will suffice. If the head is not working then you did something wrong. Btw, I would place a copy of the relevant MDX in the Override folder alongside the edited MDL. Sometimes the game can be a bit screwy if you don't. Of course if the character uses a unique texture then you don't even need to touch the model. Just put an edited copy of the texture in the Override and keep the name the same.
  21. The DS ending is interesting. Unlike the arena level, it doesn't actually have any sprites as part of the level that I can see. There is a model comprised of null/dummy objects in the layout of where the droids/people are standing. I gather that sprites are spawned at these locations, but I can't see a script or the like where this is done. Someone more familiar with levels than me might have to explain it. The module is STUNT_55a/stunt_unktemp. The level models are m44ad_01x (skydome), m44ad_01a (level geometry), stuntroom44ad (crowd dummy objects). Edit: To clarify, k_scene_start seems like the most promising source to spawn in the crowd, but it doesn't seem like it is doing so as far as I can make out. I can't decompile it, but looking at the pcode it seems like it is just spawning in Bastila and the PC, then starting the conversation. The other scripts control the Sith officers walking between waypoints, starting the end credits sequence playback, etc., but there's nothing apparent that spawns in the crowd.
  22. I figured using the Lite models would be the best approach, seeing as they are already a single full body mesh. This is exactly the sort of purpose they exist for. They are far enough away (and you are presumably busy enough fighting) that you wouldn't really notice the lower detail. They are certainly a hell of a lot better than the existing billboard approach. The problem is there aren't really any decent existing animations. Aside from "victory", which is the weird one arm pump thing, there's no cheering or celebrating animations that I can see.
  23. I saw mention of this over on Reddit and poked around in the level model. Part of the problem is that the crowd are midgets - they are only about 1/3 to 1/2 the height of a an actual NPC model, presumably to create an artificial sense of scale. And obviously the textures are horribly low res. The crowd are just textured planes, but they are set up in an odd fashion. They have a flipbook animation, but they are split between separate planes and textures for head/torso/right arm/left arm. I didn't actually see them moving when I did a quick in-game check at the start of a match. Do they only start moving at the end of a match? I saw a bunch of FX nodes in the level model so I would guess that is how it is controlled in that case. I figured the best approach would be to get rid of the planes and add some real NPCs. Because there are about 200 plane meshes, that's way too much work to hex edit the render flags, so the easiest approach is to replace the textures with alpha'd out ones. That gives a clean slate to work with: I also tried editing the grandstand meshes to flatten out the angle of the floor and give a bit more room height-wise, but Taina's Replacer choked on the MDX edit, so no luck with that atm. I'm unsure what the best way to go with adding NPCs is. Create a placeable maybe?
  24. I can't actually load the animation track (MDLOps ), but looking at the model without anims, it looks to me like they just swap between three static poses. The two not being used are hidden under the floor. I haven't played it for a while, so I can't remember exactly what happens, but they probably mask the transition with VFX.
  25. It's straightforward enough to edit UVs to allow for differently textured hands, I just figured it would be easier finding an existing model already mapped that way. Edit: Btw, the exact model the OP really wants is available, if anyone is willing to skin it for KOTOR.