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Everything posted by DarthParametric
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Blastech E-11 Blaster Rifle (ROTJ Variant)
DarthParametric replied to DarthParametric's topic in Work In Progress
There are a bunch of small differences. To be honest it's actually really hard to tell just watching the movies, unless you know ahead of time what to look for and freeze frame like crazy. Even then it's sometimes impossible to tell because things are out of frame, obscured, or blurry (especially before the HD transfers turned up). The ANH hero props were built off real Sterling submachine-guns, with resin casts used for stunt weapons. They had rubber t-tracks running along the barrel vent holes. They had a full rifle scope mounted on a pair of thin metal rails. What is considered the definitive version had a Hengstler mechanical counter mounted on the left side wired to some tubes mounted on top of the magazine (you can see these being held by the Stormtroopers that escort Leia to Vader on the Tantive IV, and by the squad that come to the bridge where Obi-Wan is disabling the tractor beam). Not all versions had the counter, but it seems like most if not all firing versions kept the tubes on the magazine (like the versions Han and Luke have in the cell bay shootout and subsequent chase/escape). From what I understand, the counters were only glued on, and many fell off during shooting. It may have originally intended to have been standard on all variants. According to one reference site that I used back in the day, there were at least 8 different versions used during ANH. Here are some shots from ANH. These are the non-counter version with tubes. Here are some fan-made replicas showing counter and tubes: ESB was largely similar to ANH, and reused a lot of the same props, but it seems like many/most of the stunt versions were resin versions roughly cast from one of the ANH originals. They added some greebles to this version, some additional sight blocks in front of and behind the scope, a few pieces on the rear of the main housing (behind the magazine) on both sides. It seems this version was used in all the promo material, and was also grafted onto IG-88 as his gun arm. Most notably they didn't bother with the Hengstler counter at all from this point onwards. It's hard to find any decent shots of the ESB variant, but here's some promo shots where you can make out some of the details: In ROTJ they again reused some props from ANH/ESB, but by that point a lot of props had gone "missing" (including, famously, Vader's lightsaber), so they also made some new hero props. These were not made from original Sterlings (which were probably hard to source by that point) but replica versions made by a company in Japan. They used some different pieces to replicate the look of the originals. Metal rails to replace the rubber t-tracks, a solid 1 piece scope rail, a fabricated scope made from the back end of a real scope with a metal cylinder bolted onto the front, some different greebles on the body. This is the version that I modelled. Here's one of the actual screen-used ROTJ props, on display in one of the prop tours of recent years: -
Blastech E-11 Blaster Rifle (ROTJ Variant)
DarthParametric replied to DarthParametric's topic in Work In Progress
They are on indefinite hiatus until someone releases a properly working alternative to MDLOps. -
So, per a post in the request thread, I had a dig through some of my old files to see if I had an E-11 that I had been working on back in my "recreate all the Original Trilogy props" period. There wasn't much of use so I just decided to whip up a new replacement from scratch. Did most of it over the course of several hours last night, just finished off the scope and remaining details this evening. Possibly I got a bit carried away, as it runs about 3,800 tris. If InSidious sees this I'm sure he'll have a conniption. He got elevated blood pressure seeing some of my weapon models with 2K polys back in the day. I still have to texture those Nautolan and Kel Dor heads (which I was planning to do over Xmas), so this should be a nice way to get acquainted with my new Wacom tablet.
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Seems like the EU classifies the movie version as a blaster pistol, but it's the same size as an E-11 (it's exactly the same base gun), so that never made any sense to me. I always just considered it a blaster rifle, which is what the mod uses it as. I think I started working on one at some point years ago, I'll dig through my misc crap and see if anything remains that can be salvaged. Edit - check here http://deadlystream.com/forum/topic/3924-blastech-e-11-blaster-rifle-rotj-variant/ I could swear someone had already done that. I'm sure I sure I've seen a TSL retexture mod somewhere.
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I never got around to making the E-11, but I did make a DH-17, which was also derived from the real-life Sterling submachine gun the same as the E-11 props. http://dpmods.wheb.org/files/kotor/k1/[K1]_DH-17_Default_Blaster_Rifle_Replacement.7z This just replaces the model for w_BlstrRfl_001. I also made a DL-44 (ANH Greedo killer variant) replacement for the default blaster pistol, if you want. It was originally made for inclusion in the KOTOR Weaponry Improvement Project, but it seems like that didn't survive the migration to the Gamefront KOTOR Files archive, and I didn't see it in a quick search here.
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Whoops. I noticed that last one was wrong. Should be texb=N_CommF, not texa. Make sure you check that the actual texa term (texa=PFBAMC) hasn't been overwritten.
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It's an easy fix. Extract the mod 7z and open tslpatchdata\changes.ini in a text editor. Do a Find and Replace on the following terms. Find: modela=P_HandmaidenBA Replace: modela=PFBAM Find: texa=**** Replace: texa=PFBAMC Find: modelb=N_TwiAssasin Replace: modelb=N_CommF Find: texb=P_Taepalae Replace: texb=N_CommF Edit: Fixed last replace term as it was wrong.
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You want KittyKitty's Turret Game Removal AKA No Fighters mod - http://webpages.charter.net/ytl/KotOR.html You still have to do a couple of scripted ones, but all the random ones are removed.
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Sacrilege, sir!
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Quick question about models...
DarthParametric replied to Pantherr's topic in General Kotor/TSL Modding
You can't have two models used for the same "slot". You could however use one of the models to replace a different "slot". So for example keep one as PMBMM, but rename the other to PMBJM (Revan's robes). Then edit the UTI of the appropriate item/s to use that as the model variation instead. -
If it does, that's good old MDLOps screwing the UVs. To fix it, you'll need to break the edges of any UV islands, as MDLOps forcibly makes the UVs of any single smoothing group contiguous.
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- lukes lightsaber
- a new hope
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(and 1 more)
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It's unlikely to be an issue with TSLPatcher. There's no reason a TSLPatcher mod shouldn't work with the Steam version (updated or not). You simply have to point it at the right folder. Far more likely is a compatibility issue with TSLRCM or something else. You need to define "does not work" more explicitly.
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I'm well aware of how he appears in TOR. If you want a rationalisation, just take it as Revan using parts from the mass produced 51s when he rebuilt him 300 years after the original games.
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I'm not sure if this is what Sith Holocron was referring to or not, but the intention of the TSL mod was to show an evolution of the series from 47 to 51. Thus, I never planned to make the SWTOR 51-style head available for 47, and currently have no plans to do so for the K1 version.
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This mod has two options that replace the model for HK-47, one of which is designed so that he more closely resembles HK-51 from the Star Wars: The Old Republic (SWTOR) MMO. This is the companion mod to the TSL version. N.B. These are new models created by me. Only the hand/finger meshes from the Bioware HK-47 remain untouched from the original, although they were re-uvmapped. The classic-style head mesh was derived from the original, but was heavily reworked to add polys and improve topology, as well as being re-uvmapped. The remainder of the two different body types, were modelled by me from scratch. Textures are all new from scratch. This mod contains no actual content from SWTOR. For an overview of the mod's original genesis and development, refer to this thread - http://www.lucasforums.com/showthread.php?t=215329 Installation: To install, simply extract the archive, then run the EXE inside the folder. It will attempt to detect the location of the game directory (containing swkotor.exe), but will prompt you to manually specify it if it can't (likely for the Steam version). This mod is not compatible with any other mod that alters the appearance.2da entries for HK-47. Default installation options:HK-47 uses the "classic style", vanilla head and torso, with SWTOR legs, heavily weathered textureAn alternative option is available in the OPTIONAL folder:HK-47 uses the "hybrid style", vanilla head, with SWTOR torso and legs, less weathered textureIf you would prefer that, after the installer has finished simply copy the contents of the appropriate folder into your Override folder, choosing YES when prompted to overwrite. Installation on Linux and Mac: If you are using the Linux/Mac version, you will require some additional software to run the TSLPatcher installer this mod uses, which is a Windows executable and won't run natively on Linux/Mac. I don't use a Mac, nor Linux outside of server implementations, so I can't provide much in the way of specific instructions, but you'll need something like WINE or one of its derivatives. Mac users may wish to investigate Wineskin. Additional Notes/Known Issues: I haven't had the time or inclination to do a full playthrough of K1 again to thoroughly test the mod. I have done some brief testing on Tatooine, and everything appears to be OK, but there may be issues elsewhere. Use at your own risk. If you discover a bug or crash you believe related to the mod, post in the comments and I will attempt to investigate (you'll likely need to provide a save file). Due to how the Odyssey Engine works, using environment/cube maps to fake specular and reflections, there are limitations regarding making certain areas of the models "shiny". I may make some custom cube maps in the future to help address this. I will possibly update the textures to improve their alpha channel maps (a mask which controls the degree of env map blending), as they are a bit rough presently, resulting in inappropriate levels of shininess in some areas. The textures are 2048x2048 and are provided in Bioware's custom Aurora version of DDS rather than TGA for compression reasons. These are not editable. I have provided some uncompressed versions, along with static meshes and UV map templates, as separate modder's resources for those wishing to undertake reskins as part of the TSL version of the mod. These are not required by regular users. Grab it here - http://www.nexusmods.com/kotor/mods/67/ Changelog: Version 1.0Initial release
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Invisible headgear totally still visible
DarthParametric replied to Megaparsec's topic in General Kotor/TSL Modding
You're certain the mod is the TSL version and not the K1 version? -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Wouldn't make any difference, given that most of the non-author submitted mods were knowingly downloaded from here in the first place. Besides, it's arguably against the rules to submit a "mod" that is just a link to a website. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Plenty of people don't share that outlook, and see no problem with taking and redistributing stuff without permission or attribution. And some people are quite aggressively inclined to the "all things must be free and open" way of thinking. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
You shouldn't be surprised, it's fairly common and in no way limited to Russian or other non-English sites. It's not something unique to modding either. Many people consider anything on the internet to be fair game to do with what they will, with no strings attached. And as evidenced in the thread, there are plenty of people in the modding community that support that notion, or milder variations of it. -
The model has to be specified in one of the model columns of appearance.2da, replacing the existing model, as I said before. I would suggest replacing modelb is the only practical option, as that will have the least detrimental effect on anything else (only generic clothing items use that model type). You'll need to look up tutorials about 2DA editing and it would also be advisable to learn how to use TSLPatcher for compatibility, given that appearance.2da is modified by a gazillion other mods. This is probably a good place to start - http://www.lucasforums.com/forumdisplay.php?f=596
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Yes, unused, but still there. As I said, the commoner clothing model (N_CommM/N_CommF) is used instead in the "modelb" column in TSL's appearance.2da. I seem to recall there was already a mod that restored it instead of the commoner clothing.
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The way that K1/TSL work is pretty limiting in that all variants of a specific class of armour/robe share a single model. If you change the model then all variants will have to use that model, not just the one specific item you want to use.