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Everything posted by DarthParametric
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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.
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The models and textures are still in TSL. You don't need to do any of that (and you'll likely get a tongue lashing discussing porting content between the games). You'll need to do an appearance.2da edit, as for TSL it points to the commoner clothes instead of those class models used in K1.
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Judging by the picture, all he did was expand the core in the blade texture. Not a very complex mod, as the blade textures are just a circular gradient of the appropriate colour with a white center.
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Bitdefender detects KSE as an virus
DarthParametric replied to hawkslayer's topic in General Kotor/TSL Modding
Someone that uses Bitdefender should submit a false-positive report to the company so they can add it to their whitelist. Looks like they have a general submission page as well, might be worth you doing it Fair Strides: http://www.bitdefender.com/site/Main/automaticSampleUploader/ -
Changing headgear "visor" colors/transparency
DarthParametric replied to Rinku's topic in General Kotor/TSL Modding
See that tiny little red rectangle in the bottom right corner of I_VerpHBnd? That's the visor. -
As I said in a previous post, I did look into various audio filters to get that sort of muffled, mechanical sound Kel Dor seem to have. I think it should be feasible. I was practising with some of Grenn's TSL dialogue as it always annoyed me that not only does he use the same voice actor as Davik from K1, but seemingly uses the same head model as well. Not sure if that was just laziness or meant as an in-joke. Regardless, he seems like a prime candidate for a head transplant. As to Sith Purebloods, I have enough on my plate currently with two Nautolans, a Kel Dor, and a cyborg head to finish. Once that lot is out of the way, maybe I'll consider it. I would be interested to see how the tendrils would look as dangly meshes/AuroraFlex, like they use for some bits of hair.
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You just need to change the variation used in the UTI to whatever variation ID the models use.
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That's some mighty fine quadruple posting, son. The outfit wouldn't be overly difficult to replicate as a reskin from one of the existing armour models, but the helmet would require a new model. Would probably have clipping issues with hair for PCs though, given the way KOTOR helmets work. Edit: PMBF would be the best bet for the leg pouches, but PMBE might be better for the flatter chest. You could merge the two for the Republic soldier custom APR rows, but that would be out for player use (unless you want to replace one of those models and retexture all the variants).
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I don't have any eyelids on the Nautolans. They weren't originally supposed to have any canonically, but I think there was some Clone Wars episode where they added them. I noticed when talking to an NPC in SWTOR that their models do have them. My eyeballs are static, as are the SWTOR ones. In both cases, I think the bone offsets would be problematic, given the fairly substantial differences in facial structure. The same probably goes for eyebrow movements. Mouth/lip movement should be ok though, as I purposely left that area the same as the original base head. Edit: Here's a comparison. The male's brows aren't too bad, but the female's are way up in the hairline. For the Kel Dor, eyes/lids obviously aren't required. I think the brows might be OK, as they aren't significantly higher than the base human. Not really sure what the best approach for the mouth area might be. A little bit of breath mask movement while talking might be desirable for NPCs, but I'd prefer the shape of the mask itself to remain fairly rigid. Maybe add a bit of jawbone influence perhaps? As to UV seams, yeah, there are hard edges there by necessity to prevent MDLOps trying to stitch together shared edges. I've tried to mask it as best as I can though, running seams in areas mostly out of sight. The ones I was most worried about were where the Nautolan head tails join the face, but in-game that actually doesn't seem particularly egregious, somewhat to my own surprise. Edit 2: Redid the female Nautolan's weights again. I'd previously tried a bit of dangly mesh/AuroraFlex action, but that didn't turn out too hot. I think the head tails may need a few more loops, there is a bit of nasty distortion in places with certain extreme head movements. Face seems like it is pretty reasonable though, at least for the PC. Might need to try it with an NPC and see how that looks when talking.
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Observation: Player body size in K1 vs TSL
DarthParametric replied to DarthParametric's topic in General Kotor/TSL Modding
Ah sorry. I have all the archives extracted specifically to avoid having to deal with trying to find stuff like that, so I just made an assumption from a quick glance in Kotor Tool. Maybe stuff being spread around like that is why Obsidian just dumped all the models into a single archive for TSL. -
Observation: Player body size in K1 vs TSL
DarthParametric replied to DarthParametric's topic in General Kotor/TSL Modding
Just look for trailing S, M, or L on the model names. For example, PMBAS, PMBAM, PMBAL are the three male underwear models. They should all be in Player.BIF. -
[WIP] Lobot-style Cyborg Player Head
DarthParametric replied to DarthParametric's topic in Work In Progress
It's already a helmet/mask item. That was the only way to use a separate texture for it. It's already scripted to be equipped while in the kolto tank on Peragus, so the game proper is fine. It's just getting the appearance in the prologue/tutorial to work properly that is a pain in the ass. -
[WIP] Lobot-style Cyborg Player Head
DarthParametric replied to DarthParametric's topic in Work In Progress
A disguise overrides any equipped items. Like using the sandpeople disguise in K1. That's why I decided to try replacing it altogether. I'm wondering now if a better idea might be to make my own dummy full body appearance and force the original to use that as a disguise. Probably quicker to knock that together than continuing to beat my head against this. -
Observation: Player body size in K1 vs TSL
DarthParametric replied to DarthParametric's topic in General Kotor/TSL Modding
The 2DA says M. I haven't checked all the models, but the male BA/underwear model at least is indeed in the middle height-wise, 1.55m at the top of the neck versus 1.51m and 1.60m for the small and large, respectively. Interestingly the height column for all entries, in both K1 and TSL, is 1.6m, so I'm not sure what that actually does. -
Observation: Player body size in K1 vs TSL
DarthParametric replied to DarthParametric's topic in General Kotor/TSL Modding
Was there ever a mod that added the body sizes back in? -
[WIP] Lobot-style Cyborg Player Head
DarthParametric replied to DarthParametric's topic in Work In Progress
I had a peek at the source for the WhereAmI armband and used some of that to print out the position: object oOrigDummy = GetObjectByTag("MEDBAY_PC", 0); vector MedPCPos = GetPosition(oOrigDummy); string X_Coordinate = FloatToString(MedPCPos.x, 5, 5); string Y_Coordinate = FloatToString(MedPCPos.y, 5, 5); string Z_Coordinate = FloatToString(MedPCPos.z, 5, 5); string DummyPos ="> " + X_Coordinate + "> " + Y_Coordinate + "> " + Z_Coordinate; Then just used SendMessageToPC(oPC, DummyPos)I already knew from my various experiments that the orientation was 270°, so didn't bother getting that as well. Unfortunately, that didn't really help. Altering the position even a little just ends up forcing him onto the floor beside the bed again. -
[WIP] Lobot-style Cyborg Player Head
DarthParametric replied to DarthParametric's topic in Work In Progress
Yeah I tried grabbing the position of the MEDBAY_PC dummy, but it's the same position as the invisible marker (which makes sense). The original dummy UTC is set to one of the Asian female player appearances and then the script applies a disguise using whatever appearance the player chose. I can't see any reason why my UTC should be different. All character models should have their origin at the feet, notionally. I also tried switching the UTC to other appearances, like Vrook, Atton, etc., and it still does the same thing. If I could get the script to print that position to the log, perhaps I could then try manually specifing it again with a slightly offset value. Thanks for the tip on shortening the script. I have no clue about scripting, so had to cobble these together by looking at the originals and taking relevant bits and pieces from various script advice posts at LucasForums over the last decade.