DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. He pretty much wants automated install options in practice. I can see the utility of it.
  4. http://deadlystream.com/forum/topic/5211-malak-armor/?p=54980
  5. 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).
  6. 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
  7. I remapped the neck plug and did a quick test in TSL:
  8. 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.
  9. No. While it looked ok at first glance, there were a bunch of issues that required fixing. It ended up being shelved.
  10. 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

    1. bead-v

      bead-v

      LOL in a way it does look kinda awesome though! haha

    2. VarsityPuppet

      VarsityPuppet

      I think describes KOTOR modding in general haha

    3. DarthParametric

      DarthParametric

      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.

    4. Show next comments  480 more
  11. You'd probably be best off just giving them custom appearance.2da rows.
  12. 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.
  13. 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
  14. 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.
  15. 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
  16. Mission does, the NPC Twi'leks do not.
  17. I agree. That Ithorian in Top Gun was totally hot.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. It's reasonably straightforward to add a bit of alien variety if you want. Aside from the heads in JC's pack, I can probably dig into my garbage pile for something more exotic if you are willing to do some texturing.
  24. It's included as part of the TSL Holowan Plugin: http://www.jumpstationz.com/index.htm?http&&&www.jumpstationz.com/Darkkender/HolowanPlugin.htm Achilles also has his own site, although I don't see that particular mod on it: http://www.freewebs.com/achilles01/
  25. You don't need MDLOps to change textures. A hex edit will suffice. If the head is not working then you did something wrong. Btw, I would place a copy of the relevant MDX in the Override folder alongside the edited MDL. Sometimes the game can be a bit screwy if you don't. Of course if the character uses a unique texture then you don't even need to touch the model. Just put an edited copy of the texture in the Override and keep the name the same.