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Everything posted by DarthParametric
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SWTOR-Style Zakuulan Exile's Blaster
DarthParametric replied to DarthParametric's topic in Work In Progress
I think the modelling is mostly done, just need to make a couple of minor tweaks. I played around with the electrical arc thing and got something working. A guy on DeviantArt made some lightning bolt PS brushes, so I used those to make the basic shapes, added some glow and colour overlay, then went through a few iterations to create a handful of suitable frames of animation. Then I employed the same trick that lightsabers use, a star-shaped array of planes: It's actually hard to get a close-up look at it in the game, but here it is in the TSL workbench interface: And if you want to test if you have epilepsy: -
SWTOR-Style Zakuulan Exile's Blaster
DarthParametric replied to DarthParametric's topic in Work In Progress
I could try adding some bonus slashing damage to it perhaps. Would that even work for a ranged weapon? -
SWTOR-Style Zakuulan Exile's Blaster
DarthParametric replied to DarthParametric's topic in Work In Progress
Tweaked some of the proportions and added the underslung blade: -
Those that have played the latest SWTOR expansion Knights of the Fallen Empire will be familiar with new companion Koth Vortena and his kind of fancy blaster. It has an animated blade attachment that extends when the weapon is drawn with some sort of electrical FX. Koth uses a blaster rifle, but as of the latest Cartel Pack they have also made blaster pistol and sniper rifle versions available as well. I decided to do up a version for KOTOR. Here's the blaster rifle version in SWTOR: And here's the WIP so far of my version: It looks like they started with a Mauser C96 that was the basis of the BlasTech DL-44 (Han Solo's blaster) but then chucked a bolt-action rifle on top of it. Then added an under-slung retractable machete for good measure. I won't be doing the blade extending/retracting animation seeing as you can't holster weapons in KOTOR, but I'll see what I can do with the electrical bit.
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Needing help with a mod
DarthParametric replied to TheramoresFall's topic in General Kotor/TSL Modding
I am assuming that's a retexture, and you are asking how to add a new player head? The short answer is create a new row in heads.2da for your head, create a new row in appearance.2da that references the new heads.2da ID, create a new row in portraits.2da which references the appearance.2da ID and your custom portraits. If you plan on releasing something publicly, you'll want to set it up with TSLPatcher so that it is compatible with other mods. There are a multitude of tutorials and posts about it. Here a just a few: So you want a new Appearance AKA create your own new head - http://www.lucasforums.com/showthread.php?t=149992 Appearance.2da walkthrough - http://www.lucasforums.com/showthread.php?t=148638 Heads/Portraits.2da walkthrough - http://www.lucasforums.com/showthread.php?t=196778 -
BioWare Official TGA > DDS Converter Release thread
DarthParametric replied to Darth_Sapiens's topic in Mod Releases
Is the source of the TGAs Gimp in both your cases? -
This a custom model of the BlasTech E-11 blaster rifle, AKA Stormtrooper blaster, from the original trilogy. This version is based on the Return of the Jedi prop variant. It was made in response to a mod request here. It is available for K1 and TSL on the Nexus: K1 - http://www.nexusmods.com/kotor/mods/70 TSL - http://www.nexusmods.com/kotor2/mods/62 K1 Installation: You have a choice between two versions that will replace existing blaster rifle models in the game and a third unique one that will only be available for the player. Replacing blaster rifle 001 will make it available as a starting weapon for Soldiers, and it is a common loot/store item. Blaster rifle 002 is commonly wielded by Sith troopers, so pick that if you want to see it used against you. Note that these two options are purely cosmetic, they don't affect the base stats of the weapons. The third option comes with a mild base energy damage buff (1D4) and is fully upgradeable (energy cell/scope/beam splitter/trigger). It can only be added via console command or KSE. Extract the archive. The texture is shared between all versions, so copy DP_E-11.dds and DP_E-11.txi to the Override folder. Then choose which option you prefer (you can choose all 3 if you want) and also add those files to the Override folder. In order to obtain the 3rd option in-game you must manually add it to your inventory via a console command or KSE. The item ID is g_w_blstrrfl083. To uninstall, simply remove the files from your Override folder. Note that for the third option you should first remove any that are equipped or in your inventory beforehand, or you will encounter errors. Note: The way upgrades work in K1 requires that bonus properties be manually set for each upgrade type (rather than being predefined by the game like in TSL). I was unsure what to add without going overboard. The current bonuses are as follows: Improved Energy Cell: Adds 1D4 ion damage Scope: Adds +1 attack bonus Beam Splitter: Adds massive criticals, 1D4 Hair Trigger: Adds on hit chance of stun, 25% for 3 rounds, DC14 I'm open to suggestions on improvements/alternatives. TSL Installation: You have a choice of three options. The first two versions that will replace a couple of the existing blaster rifle models in the game that may be wielded by enemies or turn up as loot/store inventory. Note that these two options are purely cosmetic, they don't affect the base stats of the weapons. The third option is an added custom blaster rifle that comes with a mild base energy damage buff (1D4) and is fully upgradeable (scope/chamber/energy cell). It can only be added via console command or KSE. Extract the archive. The texture is shared between all versions, so copy DP_E-11.dds and DP_E-11.txi to the Override folder. Then choose which option you prefer (you can choose all 3 if you want) and also add those files to the Override folder. In order to obtain the 3rd option in-game you must manually add it to your inventory via a console command or KSE. The item ID is w_brifle_83. To uninstall, simply remove the files from your Override folder. Note that for the third option you should first remove any that are equipped or in your inventory beforehand, or you will encounter errors. Bugs/Known Issues (Both Versions): Both games have a lot of problems with hand positions for weapons. Depending on what clothes/armour you are wearing, the hands may or may not be in the right position, potentially causing clipping issues. This is not a problem with the weapons themselves, and there is no fix possible on the weapon side of things. Changing it to suit one body model would just result in more errors for other body models. In short, your character (or NPCs) may not hold the weapon properly or their hands may clip through it. You'll have to live with it. P.S. I would have liked to have posted more in-game pics, but getting even those few was a serious pain in the ass. Both games seem to be borderline unplayable for me these days with crashes and freezes.
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BioWare Official TGA > DDS Converter Release thread
DarthParametric replied to Darth_Sapiens's topic in Mod Releases
24bit is RGB, 32bit is RGBA (8 bits per channel). The converter handles both. -
Blastech E-11 Blaster Rifle (ROTJ Variant)
DarthParametric replied to DarthParametric's topic in Work In Progress
OK, I think this is done. Kind of a waste seeing as it's basically just a black blurry mess in KOTOR. I guess InSidious was right after all, lol. Oh well. Edit: Whoops, kind of helps if you remember that MDLOps completely screws the UVs of elements with contiguous edges that are split across UV islands. Freaking MDLOps. So anyway, slightly less of a blurry mess in K1 now. Looks better in TSL though. Edit 2: Now released - http://deadlystream.com/forum/topic/3939-k1tsl-blastech-e-11-blaster-rifle/ -
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.
- 3 replies
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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.