DarthParametric

Modders
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Everything posted by DarthParametric

  1. 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....
  2. 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/
  3. 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?
  4. No, it literally gives him exactly the same neck as everyone else. That was the entire point of the neck adjustment.
  5. 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?
  6. Like the description says, this mod changes the position of his neck verts to the same as other heads. This head will mate to regular bodies the same as any other head. His vanilla bodies are designed for the vanilla short fat neck, so they don't look right with this head.
  7. 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.
  8. 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.
  9. 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.
  10. Yes, you will see that on his vanilla armours. This mod is not intended for use with those. It's intended for use with a mod that allows him to wear all the regular gear everyone else uses.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. What sort of gap and which body models? The neck position should match that of the player heads, so any gap should be the same as a player wearing the same gear.
  19. 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.
  20. 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.
  21. You can edit 2DAs and UTCs, can't you?
  22. One design thing? There's a common body, but six different heads. The plan is for the T7 head version to replace T3-M4, the new T3 head version to replace 3C-FD, and then the other four head variants will be used for whatever various generic background astromechs there are in the games.
  23. Well it really is the work of years, technically. The T7 body/head, protocol droid, and autotrooper were all modelled back in 2014/2015. I abandoned further work on them at the time because of issues compiling working models, detailed in the original, now defunct, Lucasforums thread.. All I have done recently is UV map the protocol droid, fix some map issues on the autotrooper, and model the variant astromech heads (as well as revise/redo the game-ready setup/export).
  24. I figured I'd go with one final astromech head variant: I think I'll bestow that on 3C-FD as a nod to the original design. T3 was a given of course, as is 3C-FD. I guess that leaves T1-N1 as the only non-party member that engages in combat. I'll have to make sure he gets a head with a functional blaster.
  25. I should start charging. Get the Bandon right arm for the introductory price of just $2.95*! Then each month expand your collection with a new and different appendage! *Regular price $15.95 per issue.