DarthParametric

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Everything posted by DarthParametric

  1. You can try, but your success may be limited. You'll have to compile new MDLs with MDLOps, and from lots of firsthand experience I know that is a complete crapshoot as to what will and won't work. The flap on Atton's shirt is a dangly mesh/AuroraFlex, the same as some hair models use for bouncy/wavy bits. I'm not sure how well those go in custom models.
  2. Ah, yeah that's basically exactly the same, just a minor variant of the same base model. The same thing applies, it is comprised of the same multiple meshes so you can hex edit the model to change the texture assigned to the torso or robe as needed.
  3. No, TGA/DDS can only be RGB or RGBA. It's possible, but not using a single texture. You need to change the texture for the part you want transparent. However that will only work if the part in question is a separate mesh to everything else. If it is, easy, just hex edit the model and change the texture reference. If it isn't that would require splitting the mesh, which may or may not result in a useable model, MDLOps being the flaky compiler that it is. Edit: The model is PMBNM? That's easy if so. The torso, robe arms, robe back/base, robe crotch flap, and hands are all separate meshes.
  4. Choose Delete Local Content in Steam (right click on the TSL entry in your games list, select from the pop-up menu). It will delete everything, so make sure you back up any content you want to keep to a different folder elsewhere first. Afterwards you may need to right click on it again and choose Install to force it to download again.
  5. His UTC uses the Onderon_Officer_Mal_01 appearance, which has PMHC05 as the primary head and PMHC02 as the backup. Judging by this - http://starwars.wikia.com/wiki/Gelesi - I assume PMHC05 is the one you want? Interestingly, his UTC also says he is female. EDIT: OK, try this. Custom file names, so it should avoid conflicts. Tweaked the base texture a little to better match the naked body model, and added custom portraits and Dark Side transitions. I've only done the most minimal testing, creating a new character and talking to Kreia, so I can't guarantee there won't be issues. Use at your own risk. Get it here - http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Playable_Male_Head_PMHC05.7z
  6. A trick I have heard of, although haven't tested myself, is to copy the game contents from <Steam dir>\steamapps\common\<game dir> to a folder outside the Steam directory, then in Steam add it as a non-Steam game. That way you can launch it via Steam and it should satisfy any DRM without it updating it like a Steam game. You won't get Workshop support, but by the sounds of things that is basically pointless for KOTOR modding anyway. As to your mod problems, as is ever the case, revert to a clean install and add all your mods again. Trying to troubleshoot mod collisions/screwups is far too much hassle to bother with.
  7. If people want to see a K1 version then someone needs to upload some K1 saves on Tatooine so I can test. I can't even make it down the first couple of hallways of the Endar Spire without crashing on my main machine, and I don't particularly want to have to slog through Taris, Dantooine and half of Tatooine on my old XP laptop just to get to the point where I can test if the model even loads.
  8. This mod replaces the models for HK-47, HK-50, and HK-51 so that they more closely resemble HK-51 from the Star Wars: The Old Republic (SWTOR) MMO. N.B. These are new models created by me. Only the hand/finger meshes from the Bioware/Obsidian K1/TSL 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, and the HK-51 head, 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 To install, simply extract the archive, then run the EXE inside the folder. It will attempt to find your TSL installation automatically, but if it fails it will prompt you for the directory containing swkotor2.exe. This mod is compatible with TSLRCM and M4-78, but you must install both those FIRST before any other mods. TSLRCM is required to make the HK Factory quest available and meet HK-51, although the mod will still change the appearances of HK-47 and the HK-50s in vanilla TSL. The mod is not compatible with any mod that alters the appearance.2da entries for HK-47/50/51. Default installation options: HK-47 uses the "classic style", vanilla head and torso, with SWTOR legs, heavily weathered texture HK-50 units use the "hybrid style", vanilla head, with SWTOR torso and legs, vanilla-style durasteel texture HK-51 units use the "SWTOR style", full body SWTOR appearance, SWTOR-style texture Two alternative options are available in the OPTIONAL folder: HK-47 uses the "hybrid style", vanilla head, with SWTOR torso and legs, less weathered texture HK-50 units use the "SWTOR style", full body SWTOR appearance, vanilla-style durasteel texture If you would prefer either of those, after the installer has finished, simply copy the contents of the appropriate folder into your Override folder, choosing YES when prompted to overwrite. Additional Notes/Known Issues: The pre-rendered movies that play during the Telos questline retain the vanilla HK-50 appearance. It would be far too much effort to try and make replacement videos. (But if someone else wants to do it, knock yourself out). The eyes are self-illuminated, and flash in accordance with dialogue, as per the vanilla version. However, this does not happen during the HK Factory section. It appears the necessary lipsync files are missing. It's up to the TSLRCM guys to fix that. There are a couple of static models of broken HK units at the end of the HK Factory level that are not changed by this mod. They are part of the level itself, so are not replaceable without replacing the entire level, which I have no plans to do. The loading screens for the two levels of the HK Factory are currently unchanged. I may make replacements for them at some point in the future. 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 (particularly for HK-51). 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 as a separate modder's resource for those wishing to undertake reskins. These are not required by regular users. Yes, I plan to release a version for K1 at some point, assuming there are no technical hitches. Don't pester me about it. Grab it here - http://www.nexusmods.com/kotor2/mods/52/ Changelog: Version 1.2 Adjusted installer to account for differences between vanilla and TSLRCM appearance.2da entries Minor edit of the Classic 47 texture to remove black section on torso underbody Version 1.1 Recompiled models to use vanilla HK as Supermodel to resolve issue of missing footsteps and other sounds Minor mesh alteration for all variants to fix degenerate UVs on hands Edit of texture alpha channels to tweak envmap masks Updated modder's resources and added UV map templates Version 1.0 Initial release