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Everything posted by DarthParametric
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Somewhat bad timing on my part, but after much wailing and gnashing of teeth I finally managed to get my remapped version to compile without looking like a Cthulhuian horror, if you are interested in another retexture with a sane UV layout. There are two versions. At one point I was playing around with keeping the original hands to see if that fixed some of the problems. It didn't, but seeing as my hand UVs admittedly suck, I figured I might as well keep the old hands as an option. http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Vima_Sunrider_Clothes_Remapped.7z I didn't do it for this version, seeing as you won't notice in a seated NPC, but I figured for a player-wearable mod the backflaps should probably be changed to dangly meshes. They are a bit static as-is.
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Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
The problem is that the animations aren't in sync. Even if they are playing the same animation, like an idle, they are played separately. Here's the Handmaiden as an example: The only way to prevent that is to have the head and body as a single model, which means a disguise for players and party members. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
Done with the vanilla meshes, so there's no need to bother Sithspecter for permissions. It uses his flowing robes model as the Supermodel though, so it requires that his mod be installed. One issue is that the lightside Starforge robes texture would need to be adjusted. It was never intended to be used with the cape and belts, so those bits require a retexture. I haven't tried it with the female model yet. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
It's feasible, albeit not super practical, to remove the hood. If you remove the hood from that model it leaves a giant hole. So you'd have to swap out the torso for the PMBJ torso, but then you'd have a gap above the cape, so you'd also have to hack off a chunk of the back of the original torso and mate it all together. -
Star Forge Robes/Darth Revan's Robes Alteration
DarthParametric replied to ChrisC26's topic in Mod Requests
It's possible, but if you just set it up as a typical multi-part model like regular robes then you'll run into the same animation issue you get with other hoods up items like the Handmaiden Robes. Namely, the head model and the body model are each separately playing animations out of sync, so you wind up with inevitable clipping as the head turns one way and the hood turns another: The only practical solution is to continue to also set the maskless robes as a disguise, just like the masked version. Then you have to deal with the missing head issue. The brute force approach is to have a separate appearance.2da entry for every single player head. Alternatively, there's a script-based approach, but that is not without its own potential issues. -
TSLPatcher: Only modify file if it's present
DarthParametric replied to Kexikus's topic in General Kotor/TSL Modding
He pretty much wants automated install options in practice. I can see the utility of it. -
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TSLPatcher: Only modify file if it's present
DarthParametric replied to Kexikus's topic in General Kotor/TSL Modding
You should look at section 3.8. Setup List of the TSLPatcher readme. I think that's the route you'll need to go (i.e. essentially 2 different install options). -
Seeing as there was a bit of spare UV space, I decided to try out a second version with the addition of the collar from one of the player armours: Here are the compiled models of both versions with placeholder textures (as pictured above) and UV templates: http://dpmods.wheb.org/files/kotor/misc/DP_Helmetless_Mandalorian_Armour.7z
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I remapped the neck plug and did a quick test in TSL:
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It's relatively straightforward to make a new version. The main problem is that removing the head/helmet leaves a giant hole in the torso. I plugged it with a piece of the naked body mesh and rejigged things to smooth out the shape a bit. I just did a quick and dirty adjustment of the neck plug UVs for testing purposes, so there's a pretty nasty seam in the pics. I'll have to have a look at where those islands can be best squeezed in. The map looks pretty packed, although removing the head should obviously free up some space.
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No. While it looked ok at first glance, there were a bunch of issues that required fixing. It ended up being shelved.
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I think I have some sort of MDLOps battered wife syndrome. Every few months I come crawling back, only to straight away go "Oh, right. That's why I walked out last time" http://dpimages.wheb.org/FU_MDLOps.jpg
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After various experiments, it seems Edward Scissorhands is the best MDLOps is willing to give up:
http://dpimages.wheb.org/FU_MDLOps_02.jpg
It reminds me of the issues I had with T7.
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You'd probably be best off just giving them custom appearance.2da rows.
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Lol yeah, that's Bioware's UV mapping for you. Seriously their early 3D stuff must rank amongst the worst in the industry. There's not much you can do with it if you want to stick with the Replacer (i.e. hex editing) approach.
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Here's a TSL version: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes.7z And if anyone wants to do a proper texture for it, here are some additional assets that might help: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes_Texture_Assets.7z
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Here's a blue eye variant of the texture - http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Edited_Comm_W_F_Vima_Sunrider_Blue_Eyes.7z I did experiment a bit with the dangly bits from PFBH04 last night. It didn't look too flash to be honest. I'll compile a standalone TSL version of the outfit when I get a chance. For the screenshots above, I just did a very quick override test in K1.
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As I mentioned above, in reply to your previous post, the Comm_W_F head, AKA Balaya, is still in TSL and with an improved texture. Here it is colour matched to the K1 version: The eyelashes of the original shared the same UV space as the hair tie, so I broke those out in order to allow for a coloured hair tie instead of black. I also repositioned the UVs for the rest of the eyelids while I was at it, to better match the skin tone (the originals were split with one using hair texture, the other face texture). Here's the edited head and texture, if you want to use them Kexikus: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Edited_TSL_Comm_W_F_Vima_Sunrider.7z
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Mission does, the NPC Twi'leks do not.
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I agree. That Ithorian in Top Gun was totally hot.
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Download JC's Duros heads from this post and put them in your tslpatchdata folder, along with copies of the original versions of heads.2da and appearance.2da. Then use this modified changes.ini: I set it to edit jedi_006 and swap it to Duros head 1, but you can change that as you see fit by editing the filename of whichever UTC you prefer, and choose between memory tokens 6 to 10 for whichever of the 5 Duros heads you prefer.
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Did some mesh and UV edits of Bastila's clothes with a super quick and dirty texture mockup. If someone wants to do a proper retexture, I think it would work pretty well. Since this is TSL, PFHB04 might work as a basis. Already has the dangly bits at the front, and a ponytail. Just move the ponytail up a bit, do a bit of minor reshaping, edit the texture. Yes, it's still in TSL - Comm_W_F. Obsidian even provided an improved texture, Comm_W_F_M (512x512 vs the 256x256 Comm_W_F01 used in K1), although it is a little darker, with the hair brown rather than redish. It would be fairly easy to colour correct though. You could probably also transplant some dangly bits from another model, like the aforementioned PFHB04.
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I can see the similarity with Bastila's in-game clothes model. You could probably make a retexture of it pretty close to that. The head seems like it has some sort of topknot ponytail.
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The only problem with that - hence why I deleted it - is that the trial scene is from just after Malachor, before the events of K1. So Vandar would still be alive at that point regardless.
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According to Wookieepedia: and http://starwars.wikia.com/wiki/Attack_on_Dantooine_(Jedi_Civil_War) Although all that is irrelevant anyway I guess, as the Council recording took place before K1.