DarthParametric

Modders
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Everything posted by DarthParametric

  1. Good thing for you then that I have already edited all the animations to add wheel rotation.
  2. Make sure that you have enabled the option for KTool to read 2DAs from the Override and that appearance.2da has all the relevant entries - i.e. make sure you've installed the mods you are editing.
  3. Throwing down the base textures on the T7 astromech:
  4. You're asking if you can get the mod's content without using the mod?
  5. After years of being lazy and cheap, I finally got around to splitting out my modding files to their own server. Even got a spiffy new domain, imaginatively titled darthparametric.com (the old stuff should all be redirected, hopefully)

    1. djh269

      djh269

      Will I be able to find all the little fixes you've made for people in the past?

    2. Sith Holocron

      Sith Holocron

      Looks like some of the mods still have links to LucasForums in the read-me files. Just so you know.

    3. DarthParametric

      DarthParametric

      Nothing has changed, everything has just been moved from one server to a another. It should be fairly transparent to endusers.

       

      As to the readme descriptions, yeah, it's the same old terrible site I've had for years. I haven't changed it, just moved it.

  6. Do not ever extract multiple mods to the same folder. Extract each into their own separate folder. You'll have to start fresh with all your mods.
  7. Spot the escapee from Dantooine in this crazy clip - https://i.imgur.com/9aC1FTq.gifv

    1. VarsityPuppet

      VarsityPuppet

      He sure gets around, doesn't he :)

    2. Sith Holocron
  8. The chin/jaw was clipping through it in any head turning animations, which was why I shortened it further.
  9. I've made some further adjustments to the collar. Here's a revised K1 version and a TSL version for testing: https://www.darthparametric.com/files/kotor/k1/[K1]_Female_Bandon_Robes_v1.3.7z https://www.darthparametric.com/files/kotor/tsl/[TSL]_Female_Bandon_Robes_v1.0.7z
  10. Here's the best I can do. For anything else you'll have to get someone else. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Bearded_PMHH01.7z
  11. That's how you do that. Add your new item type to baseitems.2da, put it in your Override folder, and in KOTOR Tool make sure Tools -> Options -> Other that the "Look in Override" option is enabled.
  12. The problem is primarily with the normal attack animations. Giving them all two weapons or double-handed weapons may be a more useful approach. That was already the intention. I've added some upper lip weighting, but it's still not quite like the vanilla. Will try changing the lobes to dangly meshes and then post a video. Edit: Here we go, although there are some shading issues on the lobes causing some odd effects from the spec map. I'm a bit vague on the settings, so they could do with some tweaking. Some extra subdivisions may help smooth out the jankiness as well.
  13. I'm not sure what it is you are describing. It is literally impossible for it to affect other installers, unless you dumped the contents of the tslpatchdata folders from multiple mods together into a single folder or something.
  14. You'd need to add a new entry to baseitems.2da to create a new class of weapon, if that is what you are talking about.
  15. 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.
  16. 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.
  17. 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.
  18. Few beards compare to TSL's Mighty Beard™.
  19. HH01 is the Hispanic reskin of Mullet Man.
  20. 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....
  21. 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/
  22. 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?
  23. No, it literally gives him exactly the same neck as everyone else. That was the entire point of the neck adjustment.
  24. 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?