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Everything posted by DarthParametric
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Version 1.2.1
9,468 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
3,455 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.
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Starting to add in the detail for the high poly bakes:
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Yes, I am beta testing a new compiler. I'm not at liberty to divulge more at this stage. I'm sure all will be revealed in due course. What I can say is this. A couple of years back I spent months repeatedly smashing my head against first MDLOps and then KAurora trying to compile working versions of these models. I spent hours hex editing the binary models to try and fix them, only to get in game and either freeze on loading, crash after a few seconds, or just have monstrosities filling the screen with exploded parts. This new solution worked straight out of the box.
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Ideally you'd need some mesh edits rather than just a simple retexture I think.
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This is all completely custom. All new meshes, all new textures. There's nothing from the original models aside from the animations and a few hidden joints (i.e. bones) in the protocol droid. The original is untouched in both cases because it is used as the supermodel (supplies the animations). Back years ago when I made the first attempt to do this, I had planned for a couple of variants for the astromechs via simple head swaps. Here are the ones in TOR: They all use the same body, so adding some extra heads is fairly easy. I don't have any specific plans at this point. Various tinted versions of the base texture are easy enough, gold, silver, etc. To be honest I'd rather palm off the texturing altogether to someone else and just focus on making new models, but I can't really make a bunch of physical variants if I am the one stuck texturing them.
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Being a continuation/reboot of a formerly failed endeavour. -------------------- Edit: Now that they have finally broken cover, I can say very special thanks to bead-v for KOTORmax and MDLedit, without which getting these models into the game would not be possible, and ndix UR for TGA2TPC, which allows for the creation of functional tangent space normal maps.
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Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Yeah I changed the tags to my custom ones. Here's the script (source is modified from the Star Forge one posted above): -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Seeing as you have to wait until the end of the game to get the robes normally, I figured I'd explore an alternative to just telling people to use KSE, especially given that there are 90 UTIs for females. I've never messed around with dialogues or cameras before, so it took a bit of head scratching to figure things out. It went smoother than expected, but sweet Jesus cameras are a pain in the ass to position. I took the setup from the scripts that spawn the robes on the Star Forge, posted above. However I am not getting the VFX to generate on the cylinder. The Star Forge version has a white glowy effect, then a red shield effect. I'm assuming it is not finding my placeable to attach the VFX to for some reason. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Ahah! Success: Interestingly, GetFirstPC() is what I had when I was first muddling out a solution, cobbled together from various code snippets. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
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Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
I ended up going with individual S/M/L models, so there is just a single appearance ID per iteration. int int1 = GetAppearanceType(OBJECT_SELF); // Get the PC's appearance if (int1 == 91) { // If P_FEM_A_SML_01 string1 = "DP_RevRobe_FA1S"; } else if (int1 == 92) { // If P_FEM_A_MED_01 string1 = "DP_RevRobe_FA1M"; } else if (int1 == 93) { // If P_FEM_A_LRG_01 string1 = "DP_RevRobe_FA1L"; } -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
I'd already changed that before compiling the test version. The two different types are 14 and 15 characters, so that shouldn't be the issue. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
So I'm in the process of testing and it seems like the game is reading my scripts and works as intended for a male player, but when I tried editing the save to change to a female, it seems like it didn't register the changed sex. I still got the vanilla item (I confirmed this by editing the script and changing the UTI, it's the last one in the script, intended for males). I'm not sure if this is a problem with the save, or a problem with the script. I can't find any Star Forge saves for a "real" female character to confirm, but surely if I edited the gender flag and appearance value, that should be enough? -
View File K1 Thigh-High Boots For Female Twi'lek Body (Modder's Resource) Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it. Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. I have also provided some additional versions suitable for use as player bodies that use the regular S_Female03 supermodel, as well as being scaled to large, medium, and small. I've supplied modified versions for those variation textures that don't have boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire. 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 05/19/2017 Category Modder's Resources
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View File TSL Thigh-High Boots For Female Twi'lek Body (Modder's Resource) Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it. Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. Also included is a booted version of the Twi'lek assassin body. Additionally, I have also provided a version suitable for use as a player body that uses the regular S_Female03 supermodel. I've supplied modified versions for those variation textures that don't have existing boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire. 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. As a side note for anyone using this directly rather than as a modder's resource, I would highly recommend the use of the optional alternate texture from RedRob41's Luxa Hair Fix mod. What can I say? I like hotpants. Only use the texture, mind, not the meshes. Submitter DarthParametric Submitted 05/19/2017 Category Modder's Resources