DarthParametric

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Blog Comments posted by DarthParametric


  1. If you want to minimise issues, you'd import the TSL head, save out the skin weights, delete the rig, then load in the K1 rig, load the skin weights back in. The eyes/eyelids/teeth are all effectively visible bones, so you'd need to add those back to their proper place in the hierarchy.


  2. 54 minutes ago, JCarter426 said:

    Could probably be done with a Photoshop macro if there isn't a plug-in for it already.

    I did a half-assed action for PS for DAO normal maps back in the day that can be used in conjunction with the nVidia plugin to recreate the Z. It will also work on TOR maps.

    https://www.nexusmods.com/dragonage/mods/4019

    54 minutes ago, JCarter426 said:

    What concerns me is stuff like the facial bones, eyes, mouth setup, and shape of the neck. Not concerned that anything will be fundamentally incompatible but concerned that things will be subtly different enough from KOTOR to make the re-jiggery a huge pain.

    I've never looked at it, so I couldn't say, but yeah it would be unlikely to be a very close match. That shouldn't prevent doing a port, but face skinning is always a pain in the ass.

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  3. 49 minutes ago, ebmar said:

    Is it possible, with porting- to have KotOR the 24h passage of the day and night cycle, and features realistic weather patterns?

    No. Porting is related to assets. Dynamic day/night cycles are an engine feature, one that Odyssey doesn't support. There was thread some time back about trying to fake it via scripting a switch between different versions of the same module with different baked lighting, but it's an idea doomed to fail - too much effort involved (if it would even work at all).

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    I’m not at all familiar with how the MMO models are set up so I can’t comment further.

    The same as any other skinned mesh, pretty much. The only difference is they split the mesh and the skeleton out into separate files.

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    I stripped it of its bump maps because I didn’t know how to work with those at the time, but I imagine if we could figure out how to convert the formats those could be included as well.

    There's nothing special about the normal maps.They use the standard approach of storing X in the A and Y in the G channels (Z is calculated at runtime), then use the R and B channels to store various masks like emissive.

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  4. Yeah I'd think the Telos thing would be minor. I was thinking purely on the station. One or two Wookiee NPCs with dialogue, then a few non-interactive flavour NPCs dotted around the place, "talking" to Ithorians, etc. That would be a nice way to ease yourself into things, shouldn't prove too challenging.

     

    The Red Eclipse thing, I'd suggest you could put a new level transition in one of the empty rooms that TSLRCM opens up. Maybe make it hidden, with either a guard you have to fight (LS) or talk to (DS) to reveal/access it. You could go for the old standby of a door hidden behind a cupboard or something. Then that would go to some other module, yeah. It wouldn't need to be anything too elaborate, probably just one or two rooms to start off with (you could always expand it later). The easiest option would probably be to just reuse part of the existing landing pad module, like Tien's shop or the swoop area. Add some different props, maybe change the lighting or textures, whatever is fairly simple. I'm not sure if that would actually require two modules - you should be able to script whether they are hostile or not. But if that was necessary, you'd still only need the one set of level models.

     

    As far as actual hunts, I'm not entirely sure how that would work, as that sort of thing is way outside my ballpark. I guess dot some new NPCs around planets and then have the usual fight -> talk thing, where once they are down to 1hp or whatever you go into dialogue and through that put a shock collar on them. Kind of like what they have done in recent Fallouts. Tell them to report to a Trando named XYZ at the spaceport or their collar will incapacitate them/blow up. It wouldn't necessarily need to be all Wookiee targets, could be Twi'leks for dancers, etc.

     

    Edit: Oh, yeah I forgot the RE bases/outposts on other planets bit. I guess that would require an additional 2nd module at least, possibly even a unique one per-planet if you wanted to get fancy. Although how many other places could they realistically appear? Korriban is out, as is Dxun. Onderon seems unlikely given the blockade. Dantooine is mostly poor farmers.


  5. It would make sense that the Ithorians would scout Kkashyyyk for deadly wildlife as part of their restoration scheme, so you could work them into Telos based on that. Even if they didn't take anything, they would at least encounter the Wookiees and maybe encourage some to come help.

     

    If you wanted to go the slave route, something involving the Trandoshans is an obvious choice, given they are the Wookiee's next door neighbours and long time mortal enemies. You could maybe extend the Red Eclipse quest. Perhaps in the LS version you could raid a base to free their captives, including Wookiees. That might provide clues to other RE cells you could shut down on other planets. In the DS you could visit there and maybe access a shop, get some bounty quests to capture more slaves for them elsewhere.


  6. I'm not sure Wookiees on Nar Shaddaa would  be a good idea. The convo with Mira indicates that Wookiees are generally unknown and that Hanharr is something of a unique specimen (as a species, not just that he is a psycho). The player can even indicate they have never heard of the species. Maybe you could have a couple on Citadel Station, helping the Ithorians out. That would be doubly beneficial, as you could easily splice in references to them in the Ithorian dialogue without worrying about VO. Anywhere else though strikes me as similarly out of place as Nar Shaddaa.

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  7. I'd suggest holding off for a few weeks (if you can) to see how AMD's new Ryzen shapes up. The press embargo lifts today, so there should be a flood of reviews, benchmarks, and general info. Everything I have seen pre-release suggests that they may finally be back in the game. Even if you don't want to go that route, their pricing is going to force Intel to make price cuts on their CPUs, so again it is worth waiting a bit to see how things shake out.


  8. In the evil Atris model I used, I dislike the head gear but like the rest of the robe. I wonder what the model might look like with her normal head replacing the wicked queen head (but retaining the darker lipstick.)

    It would take a bit of reworking. The "Sleeping Beauty" body doesn't even come close to having the proper neckline.

     

    TSL_Darth_Atris_Orig_Head_01_TH.jpg

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  9. In addition, don't the eyes and lips seem to change between the models?

    Yeah it's not just a retexture, it's basically a different face. The mesh has undergone some changes in the DS version, adding in additional polys, the vert positions for the nose/mouth/chin are altered quite significantly, and the UV map is completely different.

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