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Everything posted by DarthParametric
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Based on JCarter's snippert, I was going to suggest something like this: But I gather it won't be that simple then?
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*Casts lesser thread necromancy* So I've been playing around with menu editing, like so: With completely custom menus an option in the near future, I was wondering how practical it would be to swap the TSL menus around based on planet/location rather than Sith Lord. I was looking at the vanilla and TSLRCM versions of k_align_movie, which seems to be where which menu is shown is determined. The initial bit of the vanilla script which checks if the player has left Telos (seems like it is unused?) gave me the idea: check what module the player is in, then set the GBL_MAIN_SITH_LORD value based on that. I know that KSE shows a "last module" value, so is that stored in such a way that it is readable via script? Assuming so, from all available locations you'd have to choose just 5, which we know is the hard coded limit. That's pretty restrictive, so you'd have to do some two-for-ones, screens that cover more than one location/theme. My thoughts are: Background: Peragus/Telos Character/s: T3? Kreia? Atton? HK-50? Sion? Atris? Handmaiden? Background: Nar Shaddaa Character/s: Zez-Kai Ell? Mira? Hanharr? Goto (hologram version)? Background: Dantooine (lots of flying manta ray things!) Character/s: Vrook? Disciple? Azkul? Background: Onderon/Dxun Character/s: Kavar? Mandalore? Vaklu vs Talia? Background: Korriban Character/s: Sion I know it is kind of odd to exclude Malachor V (especially as that was what I was playing with above), but something has to get the chop when 5 locations is all you have to work with. I'm also not sure where you'd put Nihilus or Traya in any of those. I assume the addition of the player is hard coded to some degree as well (in terms of specific menu number, animation, etc.). If so, that might also take them off the table as a possibility.
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RESOURCE:Bao-Dur Head Model Neck Fix
DarthParametric replied to DarthParametric's topic in Mod Releases
It's not a mod, it's a modder's resource. Someone needs to make a robe mod first, then this will be included or a dependency. -
The N_DarthRevan UVs are trash. There are a whole bunch of faces that fly off 100s of tiles outside 0-1 space. So if you are getting weirdness, that's why. The PxBJ robes have some degenerate polys outside 0-1 space, but they are hidden so it's not a big deal. Although on closer inspection, the fingers are a complete mess... And of course there are overlaps galore, so yeah, another example of quality work by Bioware. Here are the UV templates: https://www.darthparametric.com/files/kotor/misc/PxBJ_Revan_UV_Templates.7z
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View File Bao-Dur Head Model Neck Fix This is a modder's resource that adjusts the position of Bao-Dur's neck vertices so that they match the standard position of other heads. Bao-Dur's vanilla head will "float" if attached to standard bodies. This adjustment ensures the base of his neck will seat properly with the collars of standard body models, which is a necessity for potential future mods like Bao-Dur specific robes. 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. Submitter DarthParametric Submitted 06/01/2017 Category Modder's Resources
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Version 1.0
1,211 downloads
This is a modder's resource that adjusts the position of Bao-Dur's neck vertices so that they match the standard position of other heads. Bao-Dur's vanilla head will "float" if attached to standard bodies. This adjustment ensures the base of his neck will seat properly with the collars of standard body models, which is a necessity for potential future mods like Bao-Dur specific robes. 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. -
http://deadlystream.com/forum/topic/5441-downloadbao-dur-head-model-neck-fix/
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Also, be aware that some things are not resolvable simply by creating a bigger texture. Blasters, for example, all have irredeemable UV maps. No amount of retexturing will fix their inherent issue. The only practical solution is to re-map the models (or given how terrible the vanilla models are, just make entirely new ones, as per Toasty Fresh and Sithspecter).
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Just messing about with some TSL main menu model editing -
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Yeah, pretty much. That's a rejig of #06 with Sion and the cannok deleted and the girls are using the Twi'lek assassin rigs/animations. It's set up as #05 so it uses the player hook. Then I cobbled together some bits from the Malachor skybox and ground models. But you could replace any of the other menus with just about whatever you wanted in theory.
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Yes. VFX emitters are a work in progress in the compiler I am beta testing.
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
Oh god damn it... Edit: OK, fixed. Thanks for the heads up bead-v. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Revan's Maskless/Hoodless Flowing Robes for K1Revan's Maskless/Hoodless Flowing Robes for TSL -
File Name: Revan's Hoodless/Maskless Flowing Robes For TSL File Submitter: DarthParametric File Submitted: 30 May 2017 File Category: Mods TSLRCM Compatible: Yes This mod changes the models for the Darth Revan/Star Forge robes to a modified version with the cape and belts seen on the cutscene version of Revan’s robes, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Hunters Run’s Revans Flowing Robe TSL mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/216-revans-flowing-robe-tsl/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder. If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: When Atris captured the Ebon Hawk, amongst the unencrypted data she downloaded from T3's memory core she discovered some interesting information regarding Darth Revan and his robes. She stored this data for later analysis, turning to the more pressing matter of the Exile's arrival on her doorstep. While at the hidden academy on Telos, in the room before you get to T3 you can access the robe data via a console and manufacture a set of robes with the fabrication unit in the same room: Notes: The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like (with the caveat of course that once you leave the academy, you permanently lose access to the fabricator). I may change this in future. If you are using TSLRCM, or another mod that has added 262tel.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Hunters Run for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, fixing/checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere) Click here to download this file
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View File Revan's Hoodless/Maskless Flowing Robes For K1 This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave: In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list. Notes: This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5. The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future. If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files. Submitter DarthParametric Submitted 05/30/2017 Category Mods K1R Compatible Yes
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Version 1.2.1
9,127 downloads
This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave: In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list. Notes: This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5. The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future. If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files. -
Version 1.1
3,366 downloads
This mod changes the models for the Darth Revan/Star Forge robes to a modified version with the cape and belts seen on the cutscene version of Revan’s robes, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Hunters Run’s Revans Flowing Robe TSL mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/216-revans-flowing-robe-tsl/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder. If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: When Atris captured the Ebon Hawk, amongst the unencrypted data she downloaded from T3's memory core she discovered some interesting information regarding Darth Revan and his robes. She stored this data for later analysis, turning to the more pressing matter of the Exile's arrival on her doorstep. While at the hidden academy on Telos, in the room before you get to T3 you can access the robe data via a console and manufacture a set of robes with the fabrication unit in the same room: Notes: The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like (with the caveat of course that once you leave the academy, you permanently lose access to the fabricator). I may change this in future. If you are using TSLRCM, or another mod that has added 262tel.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Hunters Run for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, fixing/checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere) -
This will make SH happy: I finally figured out a problem I had 2 years ago messing with these. Turns out you need an entry in droiddischarge.2da for custom droid models (except for T3) with incorporated weapons in order for them to generate blaster bolts. Also, while not strictly a droid, I guess magic glowing robotic arms do kind of fall under the droid foundry's purview: It looks like his fat neck will require a custom head model to mate cleanly with standard bodies (this was just a quick test, so I just repositioned the headhook to hide the worst of it). Also, he really needs a console there so he isn't just mime-typing.
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It was just something that floated across my mind. The sky boxes look pretty horrendous when you load them up in Max, but you're right that in-game they do a sufficient job and manage to hide the seams. But I thought there might be some edge cases, somewhere fairly open like Tatooine or Manaan.
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Out of curiosity, how useful would you consider switching from the current sky boxes to actual sky domes (in terms of level geometry)?
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Heh, the horrible low res nature of the foreground really stands out in that shot. Looking good though. You still using Terragen for these?
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Here, try this out: http://dpmods.wheb.org/files/kotor/k1/[K1]_Calo_Nord_Scaled.7z
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You could scale him up 110% which would make him around the same height as the player. But the effect of a uniform scale in conjunction with his already bulky clothes might make him look a little chunky.
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Lesson 1: Don't do it like me, lol. Actual artists use something like ZBrush to do this sort of thing properly. I never could get the hang of that sort of thing though, my brain is not wired for that interface. This is ghetto style projecting splines onto the mesh and running some sweep extrusions along them. Nasty, but it gets the job done. Edit: Leaving aside the specifics of the method, the end result is basically the same, more or less, regardless of the route taken to get there. Here are quick example AO and normal bakes from just the above: There are a few artefacts that need cleaning up, but you get the idea.