DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. A supermodel is the model that another model draws its animations from. For example, player models draw their animations from a chained series of supermodels with various shared and unique male/female animations. When the game tells the model to play a specific animation, it checks if that animation is included in the model, if not then it looks at the specified supermodel and checks it for the animation (and further on, if it also references a supermodel itself, like for players). "Super" in this sense just means "above", referring to the fact that the model with the animations is higher up the chain in terms of priority. The original C_Terentatek model has unique animations. For the scaled versions I just imported geometry only, scaled up the scene, changed the name of the AuroraBase, changed the animation scale value to match the world scale change, and then changed the supermodel from null to C_Terentatek. Thus the scaled versions have no inherent animations themselves, they rely on the original model for those.
  2. The squares are additional meshes with animated self-illum. The two main side panel meshes are hologlow01 and hologril01, with the top panel main mesh being mcholmach02. You then have 5 other meshes spread across the panels: Mesh27, Mesh30, Mesh117, Mesh118, Object181. They all share the same texture, LEH_scre02, they just have their self-illum values keyed to cycle between black and white. For example: node dummy Mesh27 parent M12aa_01fa selfillumcolorkey 0 0 0 0 0.266667008399963 1 1 1 0.533333003520966 0 0 0 0.766667008399963 1 1 1 1.03332996368408 0 0 0 1.29999995231628 1 1 1 1.56666994094849 0 0 0 1.79999995231628 1 1 1 2.09999990463257 0 0 0 2.40000009536743 1 1 1 2.70000004768372 0 0 0 2.96667003631592 1 1 1 3.2666699886322 0 0 0 endlist endnodeYour problem isn't a texture issue, it's a mesh issue. You'll need to hex edit all the relevant level models and set the render flags for those 5 meshes to 0.
  3. It's telling that what they have shown is mostly just environment stuff. A trained monkey can make props and level models (I should know, that's what I did in the aforementioned project). The real challenge is in gameplay: combat mechanics, scripting, AI, conversations/dialogue, UI, etc.
  4. Just to clarify, they use the original model as the supermodel, so you'll need an appearance.2da edit even if you want to replace the regular sized version (i.e. don't try changing the name of these models to C_Terentatek, point appearance.2da to these new models).
  5. The eyes use the face texture. Any mod that alters the eyes would be incompatible with any other face texture mod.
  6. Here you go. I did some quick tests and they seemed OK. If you want to have them in addition to the original sized version, you'll need to add some appearance.2da rows for them and edit UTCs as appropriate. https://www.darthparametric.com/files/kotor/k1/[K1]_Terentatek_Resized.7z
  7. Your April Fools 2018 mission, should you choose to accept it, is to troll the KOTOR sub with an M4-78 Apeiron gag. Something to the effect of "The M4-78 and Apeiron teams are delighted to announce an exclusivity agreement has been reached. Under the terms of the agreement, M4-78: Apeiron Edition will become the sole mod available for Apeiron". As someone who has previously worked on a large scale fan remake project, it's pretty obvious to me these guys lack the ability to produce anything of any real substance. It will be lucky to ever get to glorified tech demo stage.
  8. You are worried about lack of mods for a project that will never release?
  9. 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?
  10. 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.
  11. That would be bad UVs. It's a common problem throughout the game. I doubt anyone has fixed it because editing level models is kind of a pain in the ass.
  12. 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.
  13. So a laptop then? There's your problem. Low end integrated mobile graphics are terrible.
  14. There's no point anyway. Skinning is not something specific to KOTOR. There are a gazillion tutorials on the internet.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. 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".
  21. 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.
  22. Looks like a shader issue with your GPU. The stealth effect works fine for me on the Steam version. Are you running integrated graphics?
  23. 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.
  24. 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.
  25. Bzzzt. Wrong answer. The correct answer is: UNDERSTANDING IS NOT REQUIRED FOR COMPLIANCE.