DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. File Name: Trandoshans Rescaled for K1 File Submitter: DarthParametric File Submitted: 26 Nov 2016 File Category: Mods K1R Compatible: Yes Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok). Schizo has made a TSL version, available here - http://deadlystream.com/forum/topic/4847-re-scaled-trandoshans/ Click here to download this file
  2. I thought it was already a part of redrob41's playable aliens mod, but it seems that was only K1, so doesn't include a Weequay. It's certainly possible to make it available as a player head, but the hair at the back are AuroraFlex AKA dangly meshes, which aren't going to work out too well (not to mention will clip through pretty much every body mesh). Edit: Here's a quick and dirty hack job. The hair ponytail things were skinned to a combo of head/neck/upper torso, but with low subdivision there is a bit of stretching and poor deformation. Also some clipping on certain body models. The eyes and eyelid meshes also don't align with the player head rig, so there is some weirdness going on there, particularly with the eyelids. I might look at it again if I get time. There are no DS transitions, just uses the default NPC texture. Edit 2: Updated version posted below.
  3. Version 1.0

    38,381 downloads

    Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok).
  4. I can set something up for the Trandos in both games. I'm not sure any other species need scaling, do they?
  5. He appears to be talking about overlay textures for damage and so forth. Like in certain games you get bullet holes appear on a wall when you shoot at it - that's a decal. I don't think KOTOR does decals though (not that I can recall ever noticing anyway).
  6. This will be the start of your problems. It looks like you are not renaming your model and, more importantly, not compiling it. These are the steps just prior to exporting from Max: Give your model (the AuroraBase) a custom name. Something like Sch_Trando or whatever (just don't make it too long). Change the supermodel reference in the AuroraBase from S_Female02 to N_Trandoshan Change the animation scale in the AuroraBase to match your world scale change (e.g. 1.15) Export your model choosing geometry only (Export Geom Only) Change the filename of the exported model to make it apparent that it is an ASCII file. For example, Sch_Trando_ASCII.mdl Place the ASCII model and a copy of the original binary model (N_Trandoshan.mdl/mdx) into a folder together Change the filenames of the original binary model files to whatever your custom model's name (AuroraBase) is. For example, Sch_Trando.mdl/mdx Run MDLOps and select the ASCII file. Hit the Read and Write button. It will compile your model. You will have something like Sch_Trando_ASCII-k2-bin.mdl/mdx (or K1 for the first game) which you can move to the game's Override folder. Rename these files to your custom model's name. For example, Sch_Trando.mdl/mdx Now edit appearance.2da. Change the values of the race column for the Trandoshan rows from N_Trandoshan to the name of your new model (e.g. Sch_Trando) Make any other changes to appearance.2da as necessary. Like I suggested above, you may want to change the walkdist, rundist, driveanimwalk, and driveanimrun_pc values. I would just use whatever the Wookiee male row uses. Place your modified appearance.2da in the Override folder You should now be able to test it in game. If you plan to release it publicly, you'll need to set up TSLPatcher to handle the appearance.2da edits to ensure compatibility. But that's a whole other kettle of fish.
  7. You could try running it in compatibility mode for XP or Win 7.
  8. Rescaling won't change the UVs. The textures will be fine. Your problem is twofold. First, you don't want to scale it in that manner because of the way 3DS Max handles transforms. Second, you need to change the animation scale amount in the AuroraBase so that they match the resized rig. You'll want to scale by a set factor and use the Rescale World Units tool (Utilities -> More) to scale the entire scene. Edit: I would go for a 115% scale up, which would put it around the same height as a Wookiee, 2.1m or so. The vanilla animation scale is set at 1.028, so that would need to be bumped up to 1.182 or thereabouts. You may also need to tweak the appearance.2da values for walkdist, rundist, driveanimwalk, driveanimrun_pc. Edit 2: OK, here's a quick test at 115%. Seeing as the Trando model includes animations, the best route is to export a custom named version that references the vanilla model as the supermodel (which means you set the animation scale at exactly the rescale size, 1.15 in this example). Here's the result:
  9. Ah, Thana Vesh. Such a great turn by Laura Bailey. Planet side quest chains are completely superfluous these days, but the Imperial Taris ones are worth doing for her alone.
  10. That's not a game issue, it's a Max issue. You have to do a Reset XForm and collapse the stack to permanently apply the transform.
  11. https://www.darthparametric.com/files/kotor/tsl/[TSL]_DP_Handmaiden_Atris_Bun_BETA.7z As per the other versions, it includes LS/DS hooded clothes with the new head and is not compatible with other Handmaiden mods. I'll leave that for someone else. I think I've about had my fill of Handmaiden hairdressing for the moment.
  12. The files are basically MP3s with a fake WAV header. If you trim off the first 58 bytes and save it as an MP3, that should fix the issue. WinAmp seems to just ignore the header and play them regardless if you just rename them to MP3. I think the music may be a little different, at least in TSL's case. Perhaps someone like Fair Strides could look at these and come up with a program to automate the process: https://gist.github.com/shmerl/2cec6273ba25dd1486dd https://gist.github.com/shmerl/30412cda5a5107132a1f#file-gog_kotor2_extract_music-sh-L54
  13. Here you go: https://www.darthparametric.com/files/kotor/tsl/[TSL]_DP_Handmaiden_Ponytail_BETA.7z As I said, the texture is just a placeholder. Someone will need to make a proper version. Includes LS/DS hooded clothes, as per the long hair mod. Obviously it's not compatible with that, or other Handmaiden mods. I did actually start on it right back when I was first experimenting with various hair options, but never got further than the initial mesh fitting/adjustment. She looked a bit too much like Atris for my tastes, so I dropped it. It would need the UVs to be adjusted before it would be ready to use. I'll get around to it at some point. I thought I also tried a mirrored version that flipped the part to the opposite side for a bit of visual differentiation, but I'm not sure what happened to that.
  14. There aren't really any torsos with a plain shirt that you can use for a mashup. The closest is probably the A body (underwear) jumpsuit: Alternatively, you could consider the N_Smuggler body instead, if you could live with the Solo-style vest. That wouldn't require any model alterations (albeit available in male only):
  15. I made some minor revisions. Scaled up to VarsityPuppet-approved medium size, removed the little cylinder thing from the back which was clipping through the jacket, adjusted the belt UVs to use the Scout texture. Edit: Revised version below. I did play around with some skin weight adjustments around the waist to try and alleviate clipping issues when bending/crouching, but it seems like whichever way you go there just aren't enough polys to get a smooth deformation. I've left it with the vanilla skin weights.
  16. Ah, it was the female version you did. I didn't realise earlier. I typically always work on male stuff, seeing as that's my personal preference for a player character, but I know a lot of people like playing a female character. As to the actual direction, well I'm lazy, and this route seems like the easiest.
  17. Here you go, try this: Edit: Updated version uploaded in subsequent post. It's a straight override, so just dump it in your Override folder. It uses custom UVs (compressed 50% for a side-by-side 1024x512 merge of the two textures), so it won't be compatible with any reskin mods. Only the male version for the moment. Perhaps Fair Strides can make the female version and you can see which approach you prefer.
  18. The legs are medium, the torso small (the soldier is large). TSL uses medium for everything, which I think is what that K1 mod you referred to does, switches all the appearance.2da entries to medium (I don't think it actually rescales the class clothes body models). The fit at the waist is not related to scale, it's a physical shape of the mesh issue. There's a gap, but it is hidden by overlap. I did a quick run through some animations and there is some clipping that goes on during ones with extreme waist bending, setting/disabling mines for example. I'm not sure how egregious it will be in-game, as camera angles are more restricted there.
  19. This is what you're after? It requires some scaling of one part or the other, as K1 has its 3 different body sizes. For the above example I scaled the legs down 0.97 to fit the torso. It's not a perfect match, so I expect there will be issues around the waist in certain animations.
  20. You can compile models around that size, but if it takes more than a couple of minutes that's pretty much game over. You could try progressively deleting elements to see if you can isolate what specifically is causing MDLOps to choke. It would actually be good to revert something more akin to the more verbose output of MDLOps 0.5, but preferably even more verbose, in order to better diagnose compile errors like that.
  21. As I said, TSL includes the relevant K1 content, so there is no porting. Besides, it's just a custom skin of Svosh's fixed TSL robe models anyway, so again, no porting.
  22. The K1 robe model and one texture are left over, unused, in TSL's files. This fact has been exploited by a number of mods.