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Everything posted by DarthParametric
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Using KOTOR Tool to modify dialogue?
DarthParametric replied to LordCybot's topic in General Kotor/TSL Modding
Use DLGEditor. Don't use KTool. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
I was playing with Nautolans for the Jedi on the Star Forge mod and they have a lot of bad deformation during combat animations due to their lekku draping over the back. The skin weights are split between head, neck, upper torso, and torso, so during anims with a lot of differential twisting between head and torso they end up getting mangled. From past experience, the player in TSL getting up off the floor in Peragus is also another case that causes extremely bad deformation. In TOR, their lekku (also for Twi'leks) are primarily driven by physics, so they don't have those sorts of problem. But the general principle I was thinking about could also be applied to other similar objects. Capes, long hair, tails, etc. Obviously Odyssey can't handle real-time physics, but I figured it might be possible to set up and run a physics sim inside something like Blender (Max? Unreal Engine?) and then bake that out to an actual animation. Some quick Googling suggested that the baking is feasible in Blender. So my idea was port a TOR model to the KOTOR rig, add in the extra physics bones it has from TOR, apply the standard supermodel anims to the Odyssey bones and let the physics sim generate appropriate movement for the lekku or cape or whatever. Then bake out everything to a new set of anims that combines both. It wouldn't be a one size fits all obviously. You mentioned Selkath, those would require their own rig/physics setup, Nautolans would require their own, etc. So it wouldn't be something anyone would want to do more than once or twice I'm guessing. It was just something I was musing over as I was looking at some video of the fight cutscenes and cringing at the deformation, so I'm not expecting you or anyone else to undertake it. Mostly I was just wondering if the idea had any merit. -
View File Jedi Diversity on the Star Forge This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR. Installation: Run INSTALL.exe. It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes). Just be sure to install that first. Warning: This mod requires that at least one of the following mods be installed in order to function: JC's Fashion Line I: Cloaked Jedi Robes for K1 JC's Fashion Line I: Cloaked Hybrid Robes for K1 JC's Fashion Line I: Cloaked Party Robes for K1 This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work. To Do List: The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update. Credits/Acknowledgements: Thanks to @JCarter426 for the cloaked robes modder's resource. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for TGA2TPC. Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource. Nautolan, Kel Dor, and Rodian head models ported from The Old Republic MMO. Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script. Submitter DarthParametric Submitted 01/02/2022 Category Mods K1R Compatible Yes
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
So since you've turned up again @Alvar007, I had an idle thought while playing around with some TOR models that I figured I'd run past you. How practical do you think it would be to create a rig with added bones for flappy bits - for example capes, lekku, etc. - and then use a physics sim to generate motion for those bits over the top of the existing vanilla animations for the rest of the body, baking the generated solutions out to additional keyframes for the added flappy bits bones? Obviously it would require a lot of manual cleanup to get smooth looping and cross-anim transitions, but assuming it was feasible it seems like it could take out a decent chunk of the donkey work out of extending all the combat, etc. anims for models that aren't wholly catered to by the vanilla rigs. -
Version 1.0.0
1,875 downloads
This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR. Installation: Run INSTALL.exe. It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes). Just be sure to install that first. Warning: This mod requires that at least one of the following mods be installed in order to function: JC's Fashion Line I: Cloaked Jedi Robes for K1 JC's Fashion Line I: Cloaked Hybrid Robes for K1 JC's Fashion Line I: Cloaked Party Robes for K1 This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work. To Do List: The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update. Credits/Acknowledgements: Thanks to @JCarter426 for the cloaked robes modder's resource. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for TGA2TPC. Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource. Nautolan, Kel Dor, and Rodian head models ported from The Old Republic MMO. Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script. -
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It swaps out the integrated blaster for a reference so that the different droid texture variants don't also apply their texture to the blaster. I assume the one in JC's mod is probably taken from K1CP (since I was the one that created the fix for that), but I don't recall off the top of my head. Check the included readme, if there is one.
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View File K1 Party Herding Armband A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled). Submitter DarthParametric Submitted 12/31/2021 Category Mods K1R Compatible Yes
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Version 1.0.0
315 downloads
A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).- 1 comment
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- 260 comments
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MOD:Dark Side Ending Cutscene Enhancement
DarthParametric replied to DarthParametric's topic in Mod Releases
It should apply to any resolution above 640x480, since those are the hardcoded values (the offsets listed above) in the hack they use to play the last movie and the credits in sequence with no pause between them. But note this is only when hex editing the exe to change the hard coded movie resolutions, something that typically you only do for widescreen. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
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View File Dark Side Ending Cutscene Enhancement This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II. Submitter DarthParametric Submitted 12/25/2021 Category Mods K1R Compatible Yes
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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Version 1.2
8,878 downloads
This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II.- 2 reviews
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Crystal (i.e. blade) colour is linked to a hilt model entry in upcrystals.2da. So it would require a new row for that crystal and its UTI, along with new hilt model variations (one for each hilt type - standard, short, double) for that crystal. For example the vanilla blue crystal/blade is g_w_lghtsbr01 / g_w_shortsbr01 / g_w_dblsbr001. Red is 2, green is 3, yellow is 4, purple is 5. The orange (HOTG) and cyan (MOTF) crystals use the G1 prefix (e.g, g1_w_lghtsbr01), so they are back to 1 and 2, respectively. The vanilla upcrystals.2da contents: 2DA V2.0 label template shortmdlvar longmdlvar doublemdlvar 0 BLUE G_W_SBRCRSTL14 g_w_shortsbr01 g_w_lghtsbr01 G_W_DBLSBR001 1 GOLD G_W_SBRCRSTL15 g_w_shortsbr04 g_w_lghtsbr04 G_W_DBLSBR004 2 GREEN G_W_SBRCRSTL16 g_w_shortsbr03 g_w_lghtsbr03 G_W_DBLSBR003 3 VIOLET G_W_SBRCRSTL17 g_w_shortsbr05 g_w_lghtsbr05 G_W_DBLSBR005 4 RED G_W_SBRCRSTL18 g_w_shortsbr02 g_w_lghtsbr02 G_W_DBLSBR002 5 Heart G1_W_SBRCRSTL20 g1_w_shortsbr01 g1_w_lghtsbr01 G1_W_DBLSBR001 6 Mantle G1_W_SBRCRSTL21 g1_w_shortsbr02 g1_w_lghtsbr02 G1_W_DBLSBR002 Creating the new hilt models would require duplicating and editing an existing hilt model. Either decompling/recompiling with MDLEdit (editing directly or editing an ASCII), importing/exporting and editing in Blender via KOTORBlender, or hex editing. You would also need to create new UTIs for the crystal and hilts, and accompanying icons. But all of that has absolutely nothing to do with this mod.
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View File Alternative Textures for VP's Tin Cans I've had these kicking around for a while for my own personal use, so I decided I should probably release them. They are intended for use with @Fallen Guardian's port of @VarsityPuppet's "Hi Poly Tin Cans" mod for K1, but they should also work for VP's original TSL version (although I haven't tested that myself). There wasn't much to work with given the UVs were designed to fit the atrocious Bioware textures, so they are just simple metal with a few grooves. But they work well for a minimalist/close-to-vanilla playthrough. Installation: Copy the TPC files into your Override folder. Delete the existing w_Dblsbr_001.tga and w_Dblsbr_001.txi files in your Override folder (or don't copy those from the Tin Cans mod in the first place). Requirements: K1 - https://deadlystream.com/files/file/299-vps-hi-poly-tin-cans-kotor-1/ TSL - https://deadlystream.com/files/file/42-vps-hi-poly-tin-cans/ Submitter DarthParametric Submitted 12/23/2021 Category Skins K1R Compatible Yes
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Version 1.0.0
948 downloads
I've had these kicking around for a while for my own personal use, so I decided I should probably release them. They are intended for use with @Fallen Guardian's port of @VarsityPuppet's "Hi Poly Tin Cans" mod for K1, but they should also work for VP's original TSL version (although I haven't tested that myself). There wasn't much to work with given the UVs were designed to fit the atrocious Bioware textures, so they are just simple metal with a few grooves. But they work well for a minimalist/close-to-vanilla playthrough. Installation: Copy the TPC files into your Override folder. Delete the existing w_Dblsbr_001.tga and w_Dblsbr_001.txi files in your Override folder (or don't copy those from the Tin Cans mod in the first place). Requirements: K1 - https://deadlystream.com/files/file/299-vps-hi-poly-tin-cans-kotor-1/ TSL - https://deadlystream.com/files/file/42-vps-hi-poly-tin-cans/ -
Replacing Alien Voice with Audio Files
DarthParametric replied to nadrino's topic in Work In Progress
If you want to switch to unique lines then you'll need to use the VO_ResRef option rather than the Sound one that generic gobbledygook uses. That requires a uniquely named file in the DLG-specific sub-folder of the module the DLG comes from in StreamWaves (K1) / StreamVoice (TSL). The sub-folder name can be found in the Voiceover ID field in the DLG header. The audio is a mono MP3 with a fake WAV header. SithCodec can inject the fake headers into MP3s you give it - https://deadlystream.com/files/file/1716-sithcodec/