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Everything posted by DarthParametric
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Someone asked for a Nautolan head in the Request thread. I was thinking of making a Togruta and wondering how I would deal with the montrals and head-tails, so decied I'd take a crack at this as a (far more difficult) trial run. Rather than clogging the request thread up, I figured I'd post progress here. I used the SWTOR Nautolans as a guide/target: Even though the request was for a male, I started with a female first as a proof-of-concept (and because I plan to do a female LS run through the new Steam version of TSL at some point). I wanted to use one of the existing heads as a base, to keep the mouth intact for potential NPC use. Also because I suck at organic modelling, so creating something completely from scratch wasn't an option. I wanted a head that was in both games, so I went with the Luxa head, which is PFHA01 in K1. I got rid of her hair and lopped off most of the back of her head, then grafted on a whole bunch of amputated Twi'lek lekku that I massaged into shape. Plus I gave her some major facial surgery to implant the creepy giant bug eyes. I whipped up an export with some quick and dirty skin wrapping from the original head to do an in-game test. Aside from a few bits of nasty deformation from sub-optimal weighting, it seemed to work ok: Once I knew it would work, I went ahead and UV mapped her. That went surprisingly quickly, although I am forseeing some nasty broken shading/seam issues and possible remapping in my future. Currently I'm baking out normal/ambient occlusion/cavity/curvature/etc. maps from a high poly mesh for texturing. Doing them at 4K, so that takes a few hours. If anyone here is a skilled skinner/rigger and would like to volunteer their services, I'd greatly appreciate a hand. Character rigging was never my bag, and that mass of tentacles/head-tails at the back will need some finessing that's beyond my ability to minimise mesh distortion during certain animations.
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I wouldn't move the original trimeshes, as they are basically the bones. Create copies and offset them, then make them children of the originals. Make sure you move their pivots to the same location as the originals.
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I did a quick and dirty test, and aside from the crappy weighting causing some distortion it passed a cursory inspection. Created a WIP thread so as not to hijack this thread: http://deadlystream.com/forum/topic/3486-wip-swtor-style-nautolan-player-heads/
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Not Kit, but his girlfriend perhaps: No guarantees this will work, MDLOps hates me after all. But assuming it does, I'll take a crack at a male one as well.
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Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Ah, that makes more sense. Although not sure why he'd bother turning up here. To hurl abuse I gather, if he was banned. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
He still has his Workshop reposts of Pretty Atris and Sith Assassins with Lightsabers available, so whatever the ban was, it didn't achieve much. -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
Just envmaptexture CM_Baremetal. I don't have the disc version of TSL installed at the moment, but the K1 textures use the same, so I assume it is unchanged. In any event, the self-illumination comes from the model, I don't think anything in the texture would/could alter it (besides the colour). -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
Yeah, can confirm, no eye glow in the Steam version, with or without TSLRCM. I did a hex compare between the original and Steam MDLs and there was no difference, so not sure what the issue is. The self-illumination isn't animated like with HK, so the eyes should always glow. -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
Can you upload a save? I can test it and see if I get it on my rig. -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
The reason I asked about the Force Speed thing is because it's a hack - it simply disables frame buffer effects while FS is active, then switches them back on when it finishes. If it is working for astromechs but not protocol droids, then that would imply a change to the protocol MDL. Did you install M4-78? I'm pretty sure that includes an edited c_drdprot. -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
Did you toggle the Force Speed effect option and start the convo with Force Speed running? I haven't played on the Steam version yet (waiting for their final patch in the next few weeks), but starting a new game for a quick test has T3 with his eye glow working as intended. I'm running Win7, so it could be a Win10/DX12 issue I guess. -
TSL droid eye glow problem
DarthParametric replied to Taki17's topic in Knights of the Old Republic General
Did you turn off frame buffer effects? -
I'm a biologist, so good luck with that. As to anyone else, I call dibs on any C++ gurus coding a replacement for MDLOps first. If the point is to create an append TLK for TSLPatcher, you'll need to compare it all back to the vanilla TLK at some point.
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Two of those mods change existing lines rather than add new ones, so you have to use some sort of differencing tool to find the changes.
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If you can contact the original authors and find out the specific additions they made, that should make it fairly straightforward. The question for old mods always comes down to, assuming you can contact the authors in the first place, do they still have the source material/records of what they did? Edit: Here's one brute force way you could tackle it. Grab the Xoreos Tools Windows binaries. Put the vanilla TLK and the mod TLKs (renamed appropriately) in the same folder. Via a command prompt, use tlk2xml.exe to convert the TLK files to XML. For example: tlk2xml dialog.tlk k1.xml tlk2xml salk.tlk salk.xml Use a comparison tool to find the changes between each mod's TLK and the vanilla one. You could use something like Beyond Compare. For example, comparing Salk's TLK to the vanilla gives the following summary: 53259 same line(s) 194 unimportant difference line(s) 1 important right orphan line(s) 301 important difference line(s) 433 difference section(s) You can then export the actual differences, but it would be a bunch of manual work to then merge all that into an append TLK for TSL Patcher. A hell of a lot easier than trying to do it manually line-by-line though.
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Yeah, unless the authors provided/can provide a list of all the lines they changed/added, I would think it would be fairly excruciating. I would think the reason that Stoffe didn't provide a comparison functionality for TLKs was becasue of memory, or lack thereof, back in the day. TalkEd provides a warning about memory use based on number of entries loaded. It probably wouldn't be an issue with a 64bit program on modern systems.
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Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Valve move at a glacial pace. I wouldn't be expecting some sort of instant response. I doubt anything will happen until business hours Mon-Fri, unless they have palmed off responsibility for it to volunteer staff. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Well that's the thing, isn't it? If people start harassing this guy or others, it's probably going to have the opposite effect, including having moderators come out in his favour. I would suggest not engaging with them at all, and sticking to reporting all reposted mods. There may be other official channels to pursue beyond that if it doesn't bring any action. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
I would advise against any sort of "retaliation". That includes posting insults or the like on the Steam forums. All you are going to do is give modders a bad name. Stick to reporting the mod via the official channels. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
It's pretty simple: -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Pretty much the only way to make Valve do anything about it is by lodging a DMCA takedown notice, but you can only do that if it concerns copyrighted material and you are the copyright holder. Otherwise, as with basically everything else about Steam, they will most probably never lift a finger. -
Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
Gotta love that attitude. I reported it as well, for whatever it is worth. There are plenty of potential reasons, not least of which is the Workshop is a poorly implemented repository for mods. But it's irrelevant. The wishes of the author should be respected, regardless of the motivation/reason. -
In the case of direct overwrites, you'll need to find the additional entries and strip them out as an append TLK file. For other types of files TSLPatcher has the compare functionality, that finds the differences between two files, but it doesn't seem it can do that for TLK files.