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Everything posted by DarthParametric
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There's some pretty hardcore white knighting going on in that thread. I wonder if they are just delusional fanboys, or actual Apeiron members trying to defend/justify their work?
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It's easy enough to adjust the UVs in question: The problem is turning that into a functional game model. Taina's Replacer, the most practical way to make UV edits, throws an error when trying to write the MDX. Edit: Thanks to a mysterious benefactor whose secret alien technology allows for the functional compiling of models, I present this: https://www.darthparametric.com/files/kotor/k1/[K1]_Korriban_M36AA_01_UV_Edit.7z It's not perfect and could do with some further tweaking, but it seems like the edit didn't cause the level to explode, which is the most important thing. Try it out and let me know if there are any problems.
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Yeah, it's fairly trivial to do the scale. The only question is whether the models will compile properly. It's typically a case of role the dice every time you use MDLOps. What sort of size increase are you looking at? I'd suggest you may not want to go too big, or the combat animations probably won't align very well.
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So a laptop then? There's your problem. Low end integrated mobile graphics are terrible.
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A Jedi Academy model into Kotor/TSL (all above perfectly legal)
DarthParametric replied to djh269's topic in Mod Requests
There's no point anyway. Skinning is not something specific to KOTOR. There are a gazillion tutorials on the internet. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
DarthParametric replied to djh269's topic in Mod Requests
It's not like it is a secret. There have been several ports of JKA models in the past, like the movie style robe models. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
DarthParametric replied to djh269's topic in Mod Requests
The body proportions are fine, they just need some scaling and minor limb repositioning: It's the skinning the mesh to the KOTOR skeleton that is the primary issue. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
DarthParametric replied to djh269's topic in Mod Requests
JK models are a bit of a pain with all the extra bits for limb dismemberment that need to be discarded, but that's not the real problem. Typically you'd need to reskin them from scratch, and unfortunately there just aren't many (or any?) skinners left in the KOTOR modding scene. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
DarthParametric replied to djh269's topic in Mod Requests
Like requests for other JK2/JKA ports, your problem is almost certainly going to be that nobody is going to skin it to a KOTOR rig. -
JCarter is working on a complete replacement using a model I made - http://deadlystream.com/forum/topic/5176-jcs-mod-resource-collaboration-thread/ - and Malkior was working on a texture for it - http://deadlystream.com/forum/topic/5176-jcs-mod-resource-collaboration-thread/?p=54634
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The Mainframe Room in TSL
DarthParametric replied to Sith Holocron's topic in General Kotor/TSL Modding
In the Czerka level? Been years since I played a pansy Light Sider, so I can't remember if the Ithorians have their own version. Looks like 209TELw is the Czerka mainframe room level model. The texture list is: tel_cp01 tel_cp02 tel_fl01 tel_fl04 tel_fl05 tel_hcl1 tel_hl1 tel_ja04 tel_ja16 tel_lt03 tel_mon1 tel_mon2 tel_sstn6 tel_tr01 tel_tr04 tel_tr07 tel_wl03 tel_wl06 tel_wl07 And of those it looks like the ones you want are tel_cp01, tel_cp02, tel_mon1, tel_mon2 - I assume "computer panel" and "monitor". -
K1 - Requesting Help Finding Animations
DarthParametric replied to Jenko's topic in General Kotor/TSL Modding
Only the specific cutscene animations exist (pacing back and forth, taking the mask off, etc.). That doesn't magically get you moving cape and belts animations for all the player combat, idles, walking, etc. animations. Those all had to be hand keyframed. -
Looks like a shader issue with your GPU. The stealth effect works fine for me on the Steam version. Are you running integrated graphics?
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Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
The belt and cape already are from a male model. There is only one body model for caped Revan, the only difference is the reveal scene version has the mask mostly scooped out so a head can fit in. The only reason that N_DarthRevanF exists is precisely because of the head issue I explained earlier. It sets the super as S_Female03 to avoid this. But the belts and cloak have no animations besides the mask removal cutscene animation. That's all irrelevant though. The point is the unique male and female animations like idles, walking, etc. are completely different. The bodies are in completely different poses. Even if you merged in SS's keyframes for the cape and belts to a body using the female animations, you are left with a mess because the animations are for completely different poses. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Thanks for the cleanup. Being clueless about scripting, I have to cobble together chunks lifted from whatever relevant examples I can find. Your version is much more elegant. Because that's all that exists for the flowing robes. Sithspecter took the male animations and added keyframes for the belts and cape by hand for each individual one. -
[TSL] Holocron at the Sith Academy
DarthParametric replied to seph6's topic in General Kotor/TSL Modding
Bzzzt. Wrong answer. The correct answer is: UNDERSTANDING IS NOT REQUIRED FOR COMPLIANCE. -
[TSL] Holocron at the Sith Academy
DarthParametric replied to seph6's topic in General Kotor/TSL Modding
Open the module in KOTOR Tool, 702KOR_S.rim (Sith Academy). Look through the placeables, seems obvious in this case it is sith_holocron.utp. Open the UTP to see what appearance it uses, which is SithMonument04. Open placeables.2da and look up the entry for SithMonument04, the ID is 250, the model is PLC_Sithmn4. Decompile the model and you will see it uses two textures, DXN_Tr02 and DXN_Mt02. I would advise against changing those textures directly, seeing as they will be used for other models as well. Either edit the model to use custom-named textures, or replace the model altogether. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
It's nothing to do with the models. It's the animations. The female animations have the head lean forward and to the side because the way the body is angled back doing that weird sexy pose. When you combine that with the male animation that has the body more upright, the result is the female head is pointed down and to the side. The only way to fix it is to adjust the animations. That would be a clipping-fest. A better alternative would be to set the female version up as a disguise. Would just need to figure out the appropriate scripting to get the right UTC to spawn on the Star Forge for a given player head. I did have a look through the level files, but couldn't see any obvious script that determines whether you get g_a_mstrrobe06 or g_a_mstrrobe07. EDIT: OK, after some digging I discovered the dialogue sta45_turretcomp.dlg for the computer where you create the robes points to two scripts. There's a DS check, which if true fires script k_psta_replicat4, or if false fires script k_psta_replicat5. The scripts are identical aside from which UTI they add, the first for the DS robes, the second for the LS robes. This is the original version of k_psta_replicat5: And here is my attempt to adapt it to check for the player's appearance, and, if female, point to the appropriate UTI which would be a disguise appropriate for the given head (I'm using a single disguise for S/M/L because I'm way too lazy to make 45 different versions). This would be replicated for the other script, just with the resrefs for the DS robes. For those familiar with scripting, how does this look? It compiles, but that doesn't necessarily mean it is correct. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
There is no change from the vanilla UVs, so any Revan's Robes texture for that will work. The only issue is that the vanilla light side Starforge Robes texture has no provision for the belts or cape, as I mentioned in an earlier post. As an aside, par for the course, the vanilla UVs are a complete mess. Backfaces spew off into the ether. I had a look at ZimmMaster's and Svösh’s mods and couldn't see any UV changes, so those textures should work fine. EDIT: Yep, they look fine. In fact I would suggest ZM's texture as a replacement for the light side Star Forge robes (PMBJ02). EDIT 2: Back on the subject of the female version, the issue is the clash between the male animations the body is using vs the female animations the head is using. The only way to resolve it would be to have some override animations in the female robe model for some of the most noticeable stuff like the idles, talking, walking, etc. These would need to be the base female animations with added cape and belt movement. Even then you'd still get the wacky head position in every other animation, like combat anims. In other words, a female version is not going to happen. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
N_DarthRevanF is just the male mesh but it references S_Female03 as the supermodel. N_DarthRevanM and N_DarthRevan (vanilla version) both reference S_Female02 as the super. The animation chain in order of priority is S_Female03->S_Female02->S_Female01->S_Male02->S_Male01. S_Female03 contains the female idles, walk cycles, etc. which override the male ones in S_Male02 (which you get by referencing S_Female02 as the super). I gather my Frankensteined rig scaled to fit the PFBJ mesh is the source of the trouble. I'll play around with it a bit more, but as I said earlier I suspect that reverting to a shared model is only likely solution. -
They don't need to be a disguise, but if you set them as a mask then you'll likely get pretty bad clipping unless you make the size huge enough to enclose a head. Even then, on some heads you are going to get massive clipping of hair. A disguise is the only way to hide the head model.
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Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Hrm, yeah it's a possibility I guess. I'll have a look. Edit: That does indeed seem to be the issue. I tried changing the animation scale, but there was no difference. I'm not sure if there is any practical solution besides using the same model for both sexes. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Lol FFS. I suppose that is the last of the possible permutations then? -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Here's an example of what I mentioned about the character creator offset. The male version is fine, the female version is screwy: I was thinking about replacing the male skirt with the PMBJ one anyway because of the whole culottes thing, but it is kind of a necessity once you remove the cape. The female version already uses the PFBJ skirt. With the cape gone I put the folded down hood back, dunno if you want that or not.