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Everything posted by DarthParametric
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That should be fairly easy to do, just duplicate the torso mesh, select the desired amount of leg polys, delete the rest, then extrude out a bit. Maybe add a bit of a gap where they join the legs. You should be able to do a quick skin wrap to the original torso mesh to get you a starter set of skin weights, then you can just manually clean them up. Once that is done, lop off the intersecting bits of lower legs. You'd then have to do a new unwrap to squeeze them into the existing boot texture space.
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Hrm, it has been ages since I played with it, but I recall it used vertex colours to define fixed and flexible. I remember painting them with Max's vert colour tool.
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Care to share the relevant code from the ASCII model?
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Can someone get AuroraFlex/danglymeshes working in MDLOps? That was always the thing that held me back from making the attempt in the past. It would be too static and weird without it.
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File Name: Scoundrel Clothes with Scout Legs For K1 File Submitter: DarthParametric File Submitted: 10 Dec 2016 File Category: Mods K1R Compatible: Yes Based on this request thread, this mod edits the Scoundrel class starter clothes to use the legs from the Scout class. It's a hybrid of the two models, with custom UVs to make use of both textures. Two versions are provided, the original Scoundrel jacket with the strip of pockets on the left, and one without the pockets. Additionally, the female texture for the pocketless version was edited to remove the strange detail on the right side. Simply place the desired version in your Override folder. Notes: This is not compatible with any other mod that alters the Scoundrel clothes model (PFBBS/PMBBS), that alter the Scoundrel textures (PFBBS01/PMBBS01), or change the Scoundrel's (small player size) appearance.2da entries for the ModelB/TexB columns. The models used by the Scoundrel class are by default "small". I have upsized these models to "medium", the same as the Scout class (and what TSL uses for all classes). You may wish to use a mod that changes the rest of the Scoundrel body models to medium, or edit appearance.2da yourself to do so. Click here to download this file
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File Name: Scoundrel Clothes with Scout Legs For TSL File Submitter: DarthParametric File Submitted: 10 Dec 2016 File Category: Mods TSLRCM Compatible: Yes Based on this request thread, this mod edits the K1 Scoundrel class starter clothes to use the legs from the Scout class, both of which are still in TSL's files, and sets this hybrid as the player clothes model (replacing the commoner clothes). Two versions are provided, the original Scoundrel jacket with the strip of pouches on the left, and one without the pouches. Additionally, the female texture for the pouchless version was edited to remove the strange detail on the right side. By default the pocketless versions will be installed, but if you prefer the pouched version then after installation is complete simply copy the content in the mod's OPTIONAL folder to your Override folder, overwriting when prompted. Notes: This is not compatible with any other mod that changes the player appearance.2da entries for the ModelB/TexB columns. Although the models will appear in the character creation screen, custom heads will not use the clothes in-game unless you edit their appearance.2da entries. Click here to download this file
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Version 1.0
1,157 downloads
Based on this request thread, this mod edits the K1 Scoundrel class starter clothes to use the legs from the Scout class, both of which are still in TSL's files, and sets this hybrid as the player clothes model (replacing the commoner clothes). Two versions are provided, the original Scoundrel jacket with the strip of pouches on the left, and one without the pouches. Additionally, the female texture for the pouchless version was edited to remove the strange detail on the right side. By default the pocketless versions will be installed, but if you prefer the pouched version then after installation is complete simply copy the content in the mod's OPTIONAL folder to your Override folder, overwriting when prompted. Notes: This is not compatible with any other mod that changes the player appearance.2da entries for the ModelB/TexB columns. Although the models will appear in the character creation screen, custom heads will not use the clothes in-game unless you edit their appearance.2da entries. -
Version 1.0
1,557 downloads
Based on this request thread, this mod edits the Scoundrel class starter clothes to use the legs from the Scout class. It's a hybrid of the two models, with custom UVs to make use of both textures. Two versions are provided, the original Scoundrel jacket with the strip of pockets on the left, and one without the pockets. Additionally, the female texture for the pocketless version was edited to remove the strange detail on the right side. Simply place the desired version in your Override folder. Notes: This will is not compatible with any other mod that alters the Scoundrel clothes model (PFBBS/PMBBS), that alter the Scoundrel textures (PFBBS01/PMBBS01), or change the Scoundrel's (small player size) appearance.2da entries for the ModelB/TexB columns. The models used by the Scoundrel class are by default "small". I have upsized these models to "medium", the same as the Scout class (and what TSL uses for all classes). You may wish to use a mod that changes the rest of the Scoundrel body models to medium, or edit appearance.2da yourself to do so. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Yeah it won't show up for custom heads, outside of the character creation screen (which is presumably because of forced overriding by scripting or hard coding in the EXE). Edit: Released. K1 - http://deadlystream.com/forum/topic/4890-downloadscoundrel-clothes-with-scout-legs-for-k1/ TSL - http://deadlystream.com/forum/topic/4889-scoundrel-clothes-with-scout-legs-for-tsl/ -
Certainly when your primary focus is on development of content for your cash shop at least.
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The game is being a troll...
DarthParametric replied to maltron66's topic in Knights of the Old Republic General
The "other" installer you were using was clearly just a renamed TSLPatcher exe. You can't just toss a random executable into a mod's folder and have it magically work. -
That was your first mistake. As I said in reply to one of Sith Holocron's status updates, always give any new content at least a week or two before bothering with it. Hopefully by then they have patched out the worst of the inevitable bugs. And don't blame the beta testers. Every major release you hear reports from people that played in closed betas and on the public test server that bugs in the live game were reported well in advance, but nothing was done about them. The problem rests solely with Bioware.
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Head Retexturing problems
DarthParametric replied to bobbyjobby's topic in General Kotor/TSL Modding
It's OpenGL rather than KOTOR I believe. It's the same problem Jorak Uln has (does he use PSP as well?). You can fix them by re-exporting them from a program that supports the proper format. IrfanView is free and will do the trick - http://www.irfanview.com/ -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Body models have their textures overridden by appearance.2da. You specify the base texture name in appearance.2da, then any colour variants get number suffixes which can be specified in the relevant UTI (for player armour/robes). Typically most NPCs just have one colour variant, so their texture just gets a "01" appended. For example, in the case of Republic soldiers, there are four primary body models (I'm ignoring "lite" models here), N_RepOff, N_RepSold, N_RepOff_F, and N_RepSold_F which are male and female versions of soldiers and officers. The textures specified in appearance.2da are the same as the model names, however if you look at the actual texture filenames, you will see that they are N_RepOff01, N_RepSold01, N_RepOff_F01, and N_RepSold_F01, respectively. So all you need to do is follow the same pattern. For NPCs you are typically setting their appearance directly rather than using player armour, so just add a new appearance row and specify your custom texture, keeping in mind the naming convention I just outlined. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Tried out something, seeing as that ugly strip of pouches on the lefthand side of the jacket always annoyed me. Seemed to turn out well. While I was at it, I also altered the female texture for that version to get rid of whatever that black piping on the righthand side is (I think it is supposed to be the jacket edge folded over and clipped in place maybe?). Edit: Released, see below. I also made a TSL version. Included the new modified pouch-less versions as well: If someone wants to give it a whirl and check everything is OK, I'll go ahead and release it formally. Edit: Released, see below. -
This it? http://deadlystream.com/forum/files/file/344-player-party-underwear/
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I've fixed the dodgy eyelashes. I re-acquired them from the donor model and all seems to be working as intended now. https://www.darthparametric.com//files/kotor/tsl/[TSL]_Player_Head_Weequay_v1.1.7z
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Skin weights messed up/destroyed, or non-reset transforms.
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K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Here you go, try this: Edit: Revised version below. Haven't done any testing beyond a quick check that it didn't crash the game. I had to fiddle with the waist verts a bit to hide the join, so I'm not sure how it will go with large deformations. This is scaled up to medium as well. I didn't mention it with the male version, but in both cases you'd presumably want to do an appearance.2da edit to swap all the armour models to medium. -
Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
A cursory glance would suggest it doesn't alter Trandos directly. -
Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
As Kex mentioned, there is already a TSL version - http://deadlystream.com/forum/topic/4847-re-scaled-trandoshans/ -
No, the head won't float. Head models are positioned such that the bottom of the neck is at world zero. Body models use a dummy object - the head hook - at the point where neck should connect to the torso. The game attaches the head's AuroraBase at this point. Hooks are the way the game attaches all sorts of models together, like masks, weapons, etc.
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Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
As per the discussion in the thread linked in the description, they have been scaled up to 2.1m. -
The problem with player characters is that you have rescale copies of every single armour model. So yes it is entirely possible, but it's a pain in the ass to do.
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Whoops, I didn't know Schizo was submitting anything, since high5 said he was having problems with TSLPatcher. Sorry about that. You can delete my TSL one and allow his if you want.