DarthParametric

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Everything posted by DarthParametric

  1. The nightmare fuel part is the weighting/skinning of the Nautolan head tails. It's enough to make you rip your hair out. Or would be if I had any left.
  2. I have been avoiding the horror of skinning the nautolan heads, and haven't started on the textures yet as I was waiting for my new Wacom tablet to arrive. So in the meantime I decided to do a bit more modelling, this time something without any nightmare-fuel appendages. Behold: I started out modelling him after the SWTOR Kel Dor, but then I looked at some pics of Plo Koon and realised their version is a bit off, so I started moving more towards the movie/canon style. As a result I still need to tweak a few things, like moving the ear/sensory sac things in a bit closer to the head. Skinning for this should be a piece of piss, just head and an bit of neck really. I might be able to add in some brow movement as well, as I didn't really change the position of the eyes compared to the original (I used Uthar's head as the base). On the other hand, texturing will be a lot more difficult than the Nautolans, with the wrinkly external brain look Kel Dor have.
  3. You need an alpha channel to define transparency. Black is 100% transparent, white 100% opaque. Save the TGA out as 32bit.
  4. There are a few sound bugs that were introduced with the update. Hopefully they will be patched by Aspyr.
  5. It's Bioware's own format for Aurora/Odyssey. I assume it is their customised version of DDS. Exporting as TGA is fine. Icons are so small that format should be of no real consequence.
  6. Ah yeah, the blue vs green thing. You should be able to set up a batch job in PS fairly easily though to automate a colour correction and export.
  7. K1 should use all the same base icons, shouldn't it?
  8. Ah, that must be why I thought it was ok. Last time I played it was with TSLRCM, just now I checked on a vanilla install. I can see if_finesse01 and 02 in TSLRCM's Override folder contents. 01 is a saber, 02 is a sword.
  9. Huh, I just checked and they are indeed switched, at least in existing feats screen. I was sure it was correct during level up...
  10. The icons are just named 01 and 02, so I wouldn't worry too much. I'm pretty sure they show up properly in the game. I recall melee finesse correctly being the sword icon at least.
  11. What Aspyr should do/should have done. It might be worth posting on TSL's Steam forum and making the suggestion to them, if it hasn't been done already. They said there will be one final big patch, so now is the time to try and get any changes like that in.
  12. Try making them at a 4:3 resolution like 1024x768 or 800x600, then non-uniform scaling them down to 512x512. In theory they should stretch properly at 16:9 resolutions like 1080.
  13. As a few people have pointed out in your post on /r/kotor, I'd suggest making the sides of the Heal icon straight. I'd also suggest making the highlights stronger, more like the Mandalorian Courage ones, so they are more readable at the res they appear in-game. For the resolution, I'd probably output them at 512. If you convert them to DDS, they'll still be extremely light in terms of memory use. You can always release TGA versions as a modder's resource if you want people to be able to modify them. You won't be able to use 16:9 resolutions if you go that route though (DDS have to be square, powers of 2).
  14. Yeah that's intentional. Too many issues with clipping and mesh distortion if you make them longer. As they are it's going to be pretty rough with certain animations, and a few body models will have some nasty clipping issues. The lowered hood on the back of the TSL master robes is a particularly apparent one, and I imagine the Revan reveal in K1 would be comically bad. That's the plan, but it depends on whether I can manage to skin the lips and mouth properly to the head rig. That's why I asked for volunteers in the first post. I was never any good at rigging character models.
  15. Whipped up a male version, using PMHB03 as the base. I thought the nose was a good starting point, and he is in both K1 and TSL. I was going for the look of this guy in SWTOR - https://i.imgur.com/XTCnbLF.png Still have a few tweaks to make, but should be able to finish that up and UV map it tomorrow.
  16. My guess is the way texture variants work for bodies, it doesn't like multiple textures. You get a similar thing with heads where it will ignore secondary textures when the primary texture is specified in heads.2da
  17. It's fairly damning that the highest number of "mods" are saves. DAI's mod scene never amounted to much, and I say that as someone that released several DAI mods. I think that is mostly down to the game being pretty crap, and the primary tool authors (and presumably many modders) quickly lost interest. But to be fair, KOTOR's mods are probably primarily texture mods as well, so it's a little harsh to judge it solely on that basis. Getting back on topic, in the unlikely event of a remake, and it being on Frostbite, there would be a lot of groundwork for modding already done with the DAI mod tools, and those that exist for Battlefield. It's conceivable that modding for a Frostbite-based KOTOR could start within days of release, should that come to pass.
  18. X Y Z, as used in Max and other 3D apps, are Euler angles. The X Y Z W is a quaternion. It's a different way of expressing rotations that avoids the possibility of gimbal lock. https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
  19. What version of the game is it? The CD version of K1 crashed constantly for me last time I tried it. Could barely get out of the starting room on the Endar Spire. I grabbed the GOG version and that seems a bit more stable, although I haven't had a chance to test it extensively as yet.
  20. Even though your card is ancient (from 2008 or so?), it's still a lot newer than what KOTOR was designed for. The hardware scan is pointless because it doesn't recognise anything beyond circa 2004/2005. If I run it here it tells me my OS (Win7) and graphics card (760) fail as well, yet both games run. If you are having issues running the game, I doubt it's the card. If anything that would probably run it better than a newer card.
  21. What are you doing the textures in? Photoshop, Gimp, etc. If the ears are split off into a separate UV island, you should be able to select it and play with the colour levels/brightness/contrast to more closely match the rest of the face.
  22. If their idea of "HD" is the same as Capcom's (i.e. a quick upscale and sharpen filter in PS), probably not a whole hell of a lot. http://www.re4hd.com/wp-content/gallery/0046-comparison-explanation/102702.jpg
  23. Interesting. I'm keen to see what you come up with. I can't offer much help, not being a programmer, but I have bashed my head repeatedly against MDLOps for a while and have spent many a long hour hex editing models in a trial and error manner, for whatever that might be worth.