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Everything posted by DarthParametric
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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
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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
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TSL | Missing animations in head models...
DarthParametric replied to Piscencius's topic in General Kotor/TSL Modding
http://deadlystream.com/forum/files/file/770-kotortsl-headfixer/ -
NPC Cloning/Duplication in Certain Modules
DarthParametric replied to Mutilator57's topic in General Kotor/TSL Modding
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. -
NPC Cloning/Duplication in Certain Modules
DarthParametric replied to Mutilator57's topic in General Kotor/TSL Modding
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? -
Version 1.0
220 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. -
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. -
TSL | Missing animations in head models...
DarthParametric replied to Piscencius's topic in General Kotor/TSL Modding
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. -
Can't find model on KotorTool
DarthParametric replied to Forbesii's topic in General Kotor/TSL Modding
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. -
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.
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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.
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There's no release of it.
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That's because it is Toshi's JKA Luke.
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http://deadlystream.com/forum/topic/4031-porting-request-rotj-luke-skywalker-outfit-with-permissions/
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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.
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Sand People / Exchange Restoration
DarthParametric replied to djh269's topic in Knights of the Old Republic General
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. -
Sand People / Exchange Restoration
DarthParametric replied to djh269's topic in Knights of the Old Republic General
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. -
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.
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At what point though? Does it persist after Visas does her meditation? Post a save with the VFX active for others to test.
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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.
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Sion is also on the Harbinger at Peragus.
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Assuming you have custom UTIs for unique sabers, you'd simply need to edit the Sion and Nihilus UTCs and change their equipped items from whatever they have by default (presumably the generic red saber) to your custom sabers. There may be multiple instances of their UTCs across different modules, requiring changes to be injected into MOD files via TSLPatcher (seeing as TSLRCM will almost certainty have already edited those modules).
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Feature Suggestion: Sketchfab 3D Model Viewer Embedding
DarthParametric replied to DarthParametric's topic in Site Feedback
Interesting. They also use Invision Power Board. A couple of examples from a quick search: https://jkhub.org/topic/9500-i-make-3d-stuff-sometimes https://jkhub.org/topic/7518-kylo-rens-shuttle