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Everything posted by DarthParametric
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It's doable with some adjustment of the neckline verts, but probably still not without a lot of ugly clipping on certain bodies. I'd say a scale of about 80% would be about right for the large male player body size, but you could also scale the bodies up for a slightly larger head (still probably no bigger than 85% of the vanilla head): Seeing as you'd want to replace the hands and feet, you are already taking customised bodies. So maybe you could add in some sort of collar derived from the vanilla body to try and mask the join. My feeling is that would only really be practical in the event of I/O scripts incorporating switching between trimeshes and proper bones, to allow exporting to something like Motionbuilder to properly map the animations between rigs. The existing animation mapper isn't up to the task for such divergent rigs.
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They are using the standard player animations. All weapons will work. No. It's not practical using their original body, given how it mates at the neckline. You could probably scale it right down and have them use regular player bodies, but then they would look like weird pygmies compared to the vanilla Selkath.
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It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration: I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap: Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike: The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that. Here's some dialogue: Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes.
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Few beards compare to TSL's Mighty Beard™.
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HH01 is the Hispanic reskin of Mullet Man.
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They don't have the animations and they use a non-standard rig, so can't use the player animations. Edit: However, through a lot of work, it may be possible. Stay tuned....
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I'm preparing the Kel Dor for release as a modder's resource. It needs someone to texture the head (just has a rough placeholder atm), the hands and the underwear body, but the head skin weights may also need some tweaking, especially for use as an NPC. I've compiled custom bodies that use the new hands that combine the UVs into a single map (1024 x 512 original + hands). I'll put together the TSL bodies later in the week. Edit: The unique TSL bodies are done: I just need to do up the other bodies and then I can release it. Edit: Now released. K1 - http://deadlystream.com/forum/topic/5554-downloadkel-dor-modders-resource-for-k1/ TSL - http://deadlystream.com/forum/topic/5553-downloadkel-dor-modders-resource-for-tsl/
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[Request] Missing Bao-Dur body models
DarthParametric replied to Kainzorus Prime's topic in Mod Requests
On to a different matter, the really interesting part about the Bao-Dur bodies is that the appearance.2da texture overrides only apply to the body texture, not the robo-arm texture. Every other row where you have a multi-texture model and specify a texture in the texture slot, all textures used by that model will get overriden (so if you want to take advantage of texture variants for multi-texture armour/robes, you have to merge all your textures into one). This would be a really useful feature if it could be applied globally, especially for someone like me that tends to mash different models together a lot. I can't see where it's implemented though. Hardcoded perhaps? -
[Request] Missing Bao-Dur body models
DarthParametric replied to Kainzorus Prime's topic in Mod Requests
No, it literally gives him exactly the same neck as everyone else. That was the entire point of the neck adjustment. -
[Request] Missing Bao-Dur body models
DarthParametric replied to Kainzorus Prime's topic in Mod Requests
It's really not. The actual differences are marginal. A non-uniform scale of between 101-103% on each axis has the equivalent general body match his vanilla equivalent. It's mostly height that is the major difference, because of his vanilla short, fat neck. Even then, the difference is less than 2cm (~¾") at its biggest divergence. Here's his vanilla D body vs PMBDM: Yeah, kind of annoying. I'd really prefer not to do it that way, but I guess there may not be any other option. It's not in the item description. And I can't see that string in dialog.tlk. Where is the game pulling that from? -
Bao-Dur Head Model Neck Fix
DarthParametric commented on DarthParametric's file in Modder's Resources
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[Request] Missing Bao-Dur body models
DarthParametric replied to Kainzorus Prime's topic in Mod Requests
If you will allow me to necro this thread, I present: The question is though, how is the robe and heavy armour restriction implemented? It seems like the heavy armour is simply done via preventing Bao-Dur getting the heavy armour feat, as giving him the feat via KSE allows him to equip heavy armour fine. So I gather that is resolvable with a class edit? The robes though seem to go a little deeper. The Jedi Defense feat is not enough. Presumably it is linked to his Zabrak sub-race, but I can't find where exactly the restriction is implemented. In baseitems.2da there only appears to be the restriction on Wookiees via the denysubrace column (unchanged from K1). In the robe UTIs there's the restriction to humans property, but removing that makes no difference - he is still blocked from using them. I gather one of the earlier Bao-Dur mods just edited his UTC and changed his sub-race to none to get around this, but that seems like a cop-out. I'd like to remove the restrictions altogether, assuming they aren't hard-coded. -
It's all good. Audience participation is a necessity to properly test these sorts of things. I don't have the time or inclination to do it myself.
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You can see on the medium, which is the base model I worked on, that the hands line up. That's the most important (and difficult) thing. Because of the different proportions, that makes her a bit shorter (because of the broader shoulders of males). That is then exacerbated when scaling up and down for the small and large. I'll give the medium a little scale bump and see if that can't even things out a bit, but it will never be perfect because of the different proportions.
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Bao-Dur Head Model Neck Fix
DarthParametric commented on DarthParametric's file in Modder's Resources
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Whoops, didn't notice that. Lousy LCD viewing angles. The issue is I didn't reposition the headhook in the donor female rig. An easy enough fix.
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Because the robes had to use male animations, the female players needed replacement heads that also used the male animations. So they were set up as disguises. Male players didn't require any special consideration, so I just replaced PMBJ for them.
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If you want it as a disguise, yeah. That's what I did for the female version of the Revan's hoodless/maskless robes. It's a pain in the ass to set up, certainly. As with that mod, you'd probably want to use a script-based approach to dole out the right UTI to match the player's appearance.
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Here, try this out and see how it goes: Scaled to female S/M/L sizes, lowered the collar height, expanded the chest a bit. I did a quick and dirty edit of the texture to black out the hands and make them look like gloves, so someone will probably need to make a proper texture for it. I just exported it as PFBJ for ease of quick testing. You'll have to edit the texture column for body J in appearance.2da (blank it out) and give yourself the Revan/SF robes UTI. I'm open to suggestions about switching it to a different model.
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Ah, I missed the talk on HK, I was looking at tlknorm. Maybe I will try killing the keys on T3's listen animation, see if that has any effect. Although it's interesting that HK's talk is purely just the self-illum, whereas T3's listen has a lot of orientation keys for other bits. Edit: Testing some animated textures out. Seems like I should have put more forethought into the aspect ratio of those polys, but I can probably squeeze in another row to square things up. Edit 2: Playing with some of the other lights: I'm not sure I really like the PSI (processor state indicator - the round thing going from red to blue), but it's hard to pull off a decent transition without adding a bunch of extra animation frames. I wonder if I should go for more of a fade in fade out type of thing rather than a wipe. Modern fan built R2s with LEDs do the soft fade, but the original ANH R2 was using incandescent lighting presumably, along with some sort of mechanical rotation component, that gave it more of the wipe effect. Of course ANH R2's hardly moved at all, and was often stuck halfway between red and blue. Maybe I should just put it on a super slow frame rate. It seems like 3 frames at 0.1 FPS is a good compromise. I'll have to watch ANH again and see what goes on with R2's lights.
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No, neither HK nor T3 have any self-illum keys in the talk animations. It's definitely tied to the lip sync mechanics, as originally the HK factory section of TSLRCM had no eye flashing for HK until TSLRCM added the lip files in a patch. Maybe elements of it are hard coded.
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Not at all. Either they are using one or more of the five existing war droid appearance rows, or they add their own new ones. I already have the autotrooper as one war droid option, and I may look at other possibilities in the future. Changing appearance.2da and/or UTCs, if required, to customise M4-78's war droids would be fairly trivial. Not sure what an escort droid is. I am guessing just a protocol droid. On to other matters, does anyone know how exactly "lip sync" works for droids? They have LIP files, which seem the same as those used by meatbags. Presumably somewhere must be something that tells the game to alter the self-illumination of specific meshes based on the different phonemes. I couldn't see anything obvious.
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Bao-Dur Head Model Neck Fix
DarthParametric commented on DarthParametric's file in Modder's Resources
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Indeed. TSL already has provision for 3 generic astromechs and 6 (if you include the "lite" versions) generic protocol droids (not including the unique Telos one). M4-78 may add in its own appearance rows on top of that, not sure. I plan to replace all the vanilla appearance.2da entries, and add a couple of new ones to accommodate the various model/texture combinations. I'll probably make a couple of UTC edits for unique appearances for some vanilla droids. It would be easy enough for someone to make an add-on mod that does the same for M4-78 or indeed the whole game.
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There's nothing really unique to droids (mine or any others) that requires a specific tutorial. Any general texturing practices would apply, bearing in mind that you are texturing hard edged metal/plastic surfaces rather than skin/clothing for characters. As for 3D programs, if all you need is a model to visualise how textures are applied then an OBJ would be sufficient, and usable in pretty much any 3D app. I may make OBJs and UV templates available for texturers once modelling is finalised.