DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. You can edit 2DAs and UTCs, can't you?
  11. 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.
  12. 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).
  13. 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.
  14. 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.
  15. If the mere presence of a console off in a side room that you never have to visit offends you, then don't use the mod.
  16. No, there is no dynamic scaling. The models have to be manually scaled and re-exported.
  17. The K1 version is here - http://deadlystream.com/forum/files/file/1087-k1-thigh-high-boots-for-female-twilek-body-modders-resource/ It only affects the Twi'lek female body. You'd have to edit appearance.2da if you want Mission or other NPCs to use that body.
  18. Here, try this gthegenerous and see if you can spot any issues: http://dpmods.wheb.org/files/kotor/tsl/VP_Female_Exile_PFHC06_Fix.7z There's still a small seam at the base of the ears to the start of the jawline, but that's as good as it is going to get for the moment. Shadows fixed as well. If it looks ok then maybe VP can replace the model in his current version with this one. It requires a pentagram and an artefact to bind your soul to, but I ran out of sacrificial goats before I could work out the kinks.
  19. If VP allows it, I think I have a fix for it. Perhaps we can summon him to this thread with the appropriate rituals.
  20. Ah, my apologies. I was looking at it in the bit just after you emerge from the kolto tank, and it would seem the softer lighting there masks it. Shoving her head directly under a light makes it obvious.
  21. That is present in Max/GMax because of the way MDLOps splits meshes along UV boundaries. It would appear though that in-game it is fine (presumably any changes VP made were done with Tainia's replacer specifically for that reason). While you can fix it in Max/Gmax, it requires welding both the relevant tex verts along the UV seam/s and welding the mesh verts along the same seam/s. This will destroy all skin weights. What does need fixing is the shadows. He has shadows enabled for a few of the hair danglymeshes, which gives some wild tentacle shadow action, and the head bone has its shadow flag disabled, so there's a hole in shadow where the head should be. Easy enough to rectify with some hex editing.
  22. You don't have to pay for a Nexus account.
  23. I have uploaded a revised version with some added some scripts that should spawn the fabricator for those that have already visited Dantooine previously.
  24. Was it a save where you had already arrived? Because of the way module edits work, you'll have to use a save from the end of Taris.