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Everything posted by DarthParametric
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K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
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. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
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. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
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. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
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. -
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.
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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.
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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.
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Yep: https://web.archive.org/web/20150310144925/http://knightsoftheoldrepublic.filefront.com/file/Force_Fashion_II;104261 I don't think it made it across to Gamefront though. I did find an alternative link, but I am unsure as to its validity as an official mirror.
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It's not a reskin, it's an entirely new model. Typically in a case like this you can't just copy and paste the model and texture files, as they use custom names. However, fortunately in this instance through an "improper" export process on Oldflash's part, the fix is easy. Download the archive. Extract bd_remote.mdl, bd_remote.mdx, bd_rem.tga, and bd_rem.txi. Rename the model files to C_SenBall.mdl and C_SenBall.mdx. Now copy and paste all 4 files to your Override folder. Oldflash failed to change the names of the AuroraBase or anything else, just the filename of the compiled model (and the texture, but appearance.2da doesn't use a texture override for the Remote).
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Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
You didn't use the proper texture name. Your texture's filename is "N_SithSoldier04" but you put "Sith_Soldier04" in the 2DA. You also only need to change the values in the racetex and texa columns. I presume you are changing the appearance ID in the appropriate UTCs as well? You'll also need a save before entering the area you want to test in for the first time. -
I think the gold looks fine myself. You could try changing it to silver if you want a bigger contrast. I assume those bits will be getting an envmap?
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Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
You just need to change the racetex and texa column values. -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
The texture name can be whatever you want. There's no hex editing involved, so no character limitations. Just make a new appearance.2da row that duplicates one of the existing Sith Soldier rows and change the texture to whatever you named yours. -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
The Sith Soldier is a full body model, so its textures can be directly overriden via appearance.2da. Look at rows 28, 44, 261 in K1's appearance.2da and you'll see the 3 types all use the same model, they just specify different textures. -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
If all you want is the existing K1 twilek_m03 texture variant, it already has an entry in K1's heads.2da. Just add a new appearance.2da row that uses a normalhead value of 67. If you want a new, custom, texture, then follow the below. If you look in heads.2da, you'll see the model names in the heads column. The Twi'lek head models (in both games) are: twilek_f twilek_f02 twilek_f03 twilek_f04 twilek_m twilek_m02 twilek_m03 With F designating female, and M male. You'll need to extract the appropriate MDL and MDX from BIFs -> models.bif -> Aurora Model and BIFs -> models.bif -> Aurora Model Extension Note that you need to select the appropriate files and hit the Extract button, don't double click on them. That converts them to ASCII with MDLOps, but you want the original binary files. Next you'll need to do some hex editing. I'm not going to provide a blow by blow account of how to do that here. The gist though is to choose a new model name and a new texture name with the same number of characters as the originals, rename the MDL/MDX files to your new filename, open the MDL in a hex editor and do a Find and Replace on the appropriate values. As is common with KOTOR models, these Twi'lek heads (with the exception of twilek_f/twilek_m) use the same name for both model and texture. So for example you could take twilek_m02 and replace all instances of that with something like twilek_m27 (whatever you want, as long as it is the same number of characters as the original). Create your texture with the same name. Then go through the 2DA editing process I outlined above to add your new entries. Now you could say that this is the "proper" way to add custom head variants, and perhaps the only way for K1. But for TSL they added a new column to heads.2da called alttexture where you can specify an override texture. If you look at how they set up the vanilla Twi'lek heads, you can see that they just specified the first model (twilek_f/twilek_m) and then specified the variant texture (Twilek_f07, twilek_m04, etc.) in the alttexure column. So for TSL you can get away without hex editing. -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Make a copy of the Twi'lek male head model, give it a unique new filename, then hex edit it and change the texture name (you must keep the same number of characters). Create a new row in heads.2da that references your new Twi'lek head. Then create a new appearance.2da row as you presumably have done previously, and specify your new heads.2da ID number in the normalhead column. Make sure when setting up TSL Patcher that you specify the heads.2da info first, so that the memory tokens can be set correctly. -
They are globals, defined in the script that Fair Strides posted: string stringGLOB_4 = "g_w_blstrrfl001"; string stringGLOB_5 = "g_i_adrnaline003"; string stringGLOB_6 = ""; string stringGLOB_7 = "g_w_blstrpstl001"; string stringGLOB_8 = "g_i_adrnaline002"; string stringGLOB_9 = "g_i_implant101"; string stringGLOB_10 = "g_w_blstrpstl001"; string stringGLOB_11 = "g_i_secspike01"; string stringGLOB_12 = "g_i_progspike01"; string stringGLOB_13 = "end_locker01"; As Fair Strides pointed out, stringGLOB_13 is the starting footlocker. Referring to the globals list, the tag is end_locker01. If you look in the placeables list for end_m01aa_s.rim, you'll see a number of footlocker UTPs. If you check the tags, you'll see the one you want is footlker001.utp. To do what you want, you'd have to delete the clothing item from the footlocker's inventory by editing its UTP, then edit the script Fair Strides posted to spawn the particular items you want for each class. Then you'd need to package it up as a MOD file.
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Time for you to upgrade to the 21st century and the wonders of mesh painting, young Padawan.
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Regarding Group Finder, as I said in the OP, I am trying to avoid random PUGs like the plague. I don't need the aggravation. Yeah I have a Smuggler I started today for the two Republic FPs. He's at lvl 12. I did try queuing for Warzones on him earlier, but it was the middle of the night in the US, so no joy. I've parked him until the weekend, will try again then.
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So I'm coming late to this party. I ignored the Dark vs Light event up until now, but I decided a few days ago that I could probably knock it over up to the Eternal level pretty easily before it ends in a few weeks. That was before I realised that not all the Flashpoints had solo modes added. I'm uber casual (dirty clicker) and basically never do group content, beyond the odd class story teamup with friends back at launch. I'm not looking to PUG for these and deal with the grief that often entails, and I have no interest in joining a guild. I just need someone to babysit me through Tactical versions of the ones left on the DvL checklist. I hear they are duoable (if that is a word). These are the ones: Athiss Cademimu Czerka Corporate Labs Czerka Core Meltdown Hammer Station Kuat Drive Yards The Red Reaper Mandalorian Raiders I have a 65 Jugg (Vengeance) as the main for the DvL event which was what I was planning on using for these. Gear is just the base Common Data Crystal 208 stuff. I can respec to Immortal if a tank is preferable. I also have to do PVP to reach Valor 5. Blech. I've never even set foot in a Warzone.
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The most practical way would be to duplicate some of the existing animations and rename them to whatever the missing ones are. Although that might not be super great, depending on what animations are missing.
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So is this just Magnus's original version of KAurora, or has it been modified? Still waiting for the supposed holy grail of a KAurora and MDLOps union.
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You could check out the KOTOR comic I guess. They had a bit of Hidden Beks stuff in a few issues as I recall. There are probably some outfits that could be used as inspiration, although you are probably pretty limited without custom models. You could always try condensing the UVs 50% to fit them both within 0 to 1 space, then sticking both textures side-by-side as a single 1024x512 texture. That would allow you to do DS transitions.
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Czerka maybe?