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Everything posted by DarthParametric
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Kyle Katarn?
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KotOR Re-Release Inbound?
DarthParametric replied to ChrisC26's topic in Knights of the Old Republic General
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. -
Need help to find angle from vector.
DarthParametric replied to Quanon's topic in General Kotor/TSL Modding
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 -
Use 7-Zip - http://www.7-zip.org/
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NVidia Issues
DarthParametric replied to Fair Strides's topic in Knights of the Old Republic General
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. -
NVidia Issues
DarthParametric replied to Fair Strides's topic in Knights of the Old Republic General
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. -
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.
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KotOR Re-Release Inbound?
DarthParametric replied to ChrisC26's topic in Knights of the Old Republic General
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 -
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.
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- high resolution
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KotOR Re-Release Inbound?
DarthParametric replied to ChrisC26's topic in Knights of the Old Republic General
Doesn't really matter. There's less chance of Obsidian being handed a Star Wars development job than a remaster of X-Wing/TIE Fighter (i.e. none). -
KotOR Re-Release Inbound?
DarthParametric replied to ChrisC26's topic in Knights of the Old Republic General
Seems unlikely to me. Could be people confusing Aspyr's work with the persistent rumours of Bioware working on a new Star Wars game. If they were going to do a simple "HD" upgrade, like Capcom have been doing with Resident Evil, you'd think they would have done that instead of letting Aspyr do straight ports of the originals. The other option is a full remake, but that seems even less likely. If it was EA it would have to be on Frostbite, and I'm sure the result would be much the same as Square's impending rape of Final Fantasy 7, they would fundamentally change everything about it. -
For player heads, you are presumably adding new lines to appearance.2da, heads.2da, and portraits.2da. You shouldn't need to alter any existing data, therefore it is irrelevant whether TSLRCM is installed or not. You put untouched vanilla 2DAs in the tslpatchdata folder, then use 2DAMemory tokens so it can handle either editing existing 2DAs in the Override folder, or adding and editing the vanilla ones. These days I just find it quicker to copy and paste the contents of an old changes.ini and edit as appropriate rather than do it via ChangeEdit, but it's pretty straightforward once you know what you are doing.
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Presumably the usual case of Windows freaking out over the Program Files folder permissions. Don't install anything there. You could try starting Max with Admin permissions and try again. The stupid thing is that's an empty/0 byte file. Even with sanity check disabled, it still wants to create the report file.
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You can only use KAurora for MDLs without skinned meshes (i.e. only trimeshes) and no animations. If you try to load a model with either, it will crash. Even if you got it to export, it currently completely screws up the rotation data, requiring hex editing to fix (see my pics of T3 over at LucasForums).
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You are conflating two completely different things. Texture resolution is all about pixel density. A 4K texture is 4096x4096. The reason I am using a texture that big is because player heads ideally need to use a single texture to allow DS transitions, but there are so many parts that a lower res texture would have an extremely low pixel density for the individual parts. Even at that resolution, the face itself only occupies about a 1024x1024 space. The rest is taken up with all the head tails. And leaving actual game use aside, you always work at the highest possible resolution. You can always scale down, you can't scale back up. For the same reason your source files should be uncompressed.
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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).