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Everything posted by DarthParametric
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You are using KOTORMax, not NWMax, right?
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You have to decompile the model first. The game uses a binary model. KMax needs an ASCII model. Get MDLEdit. Most recent beta version is available here.
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Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
One day, many moons from now, we may get a wiki for that sort of thing. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Well that's because "OdysseyBase" is an object type, not a name. There always has to be some level of assumption in advice, lest you write a telephone book-sized blow-by-blow account for even the simplest of tasks. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Some of your problems definitely come from doing things you shouldn't have. In this instance, a simple mesh edit, you should not have needed to touch the KMax toolbar after the initial ASCII import. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
You're not omnipotent?! -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
The torso neck plug is floating because I just deleted the surrounding polys. It was a useful reference point that I could snap the collar to, since what I ended up doing was getting rid of your original body and then importing the three K1 size variants one after the other and scaling/positioning the collar to fit. If I were doing it for myself, I would have welded it all back together as a single mesh, but it was more beneficial for you to keep it separate so you could see how it all went together, and more easily make changes if needed. As to the collar style you were modelling after, I thought there was at least one example along those lines in one of the games. The problem with high collars though is that they would likely need neck_g weights. The standard part system body rigs typically don't include anything above torsoUpr_g, so you'd have to add in the extra bone/s. That aside, in my experience, high collars are a pain in the ass due to their tendency of bad deformation with any sort of moderate neck/head movement. A low-ish static open collar like you have now is way less hassle. Although KOTOR's animations are pretty limited, at least in cutscenes where you'll be getting most of your close-up shots, so it may not be as big a deal. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
I kept the collar itself, I just repositioned the verts a bit, mating them to the torso hole and making the top curve a bit more consistent. It was the neck plug that I replaced, which was a separate piece in your original. I just added in some new geometry to bridge the inner walls of the collar itself and snapped the inner ring to the neck of an imported head. As to changing the texture assignment, like I said above that doesn't really matter, since the entire model gets forcibly assigned a texture via the 2DA anyway. The more concerning elements are how you managed to change the scale, and how you managed to change the hierarchy (including adding an emitter). Exporting with animations wouldn't do that. It doesn't do anything unless the base has animations on it. Since the model has no inherent anims, it functions exactly the same as exporting geo only. If you were saving it as a GMax file, maybe there was some unit conversion screwiness going on there that would explain the scale problem. Maybe there was also some problem with it incorrectly storing object types. A question for @bead-v no doubt. Edit: Haven't tried the TSL version, but here it is in K1: Here are the files. Adjust to taste. ASCII_Models.7z K1_Binary_Models.7z TSL_Binary_Model.7z -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Phew, ok, there are are raft of problems here, both on the model/game side and the geometry side. First off, this appears to be oddly scaled, halfway between medium and large. It is simply named "PMBC", which neither game uses. It won't do anything if dropped into the override in its current state, as all body models require a size designation, even in TSL. It's using the wrong supermodel. It is missing most of the hooks/dummies for VFX and the like. For some reason you have a VFX emitter sitting around head height. The arms and torso were assigned different textures. This ultimately would be overridden by the 2DA in normal use anyway, but I gather this was intentional. As far as the collar mesh itself goes, it looks to have been moved at some point during proceedings, so it is completely offset from where it should be. Even when repositioned, the neck plug does not align with an attached head. The outer edges of the collar also don't appear to mate cleanly with the torso. It has been assigned a different texture with separate UVs, which won't work if you intend to use it with regular texture variations, as all mesh-assigned textures will be forcibly overridden by the one assigned in the 2DA. It has incorrect bone assignment. It's weighted to "torso" i.e. the skinned torso mesh. The bone is "torso_g", and that's not even the right bone anyway. It needs to be weighted to "torsoUpr_g". I've addressed the mesh issues. I ended up scrapping half of the geometry and replacing it, and created new UVs that use the vanilla textures. You need to provide some info on what the goal of this is though before proceeding further. If you intend for this to be a simple Override drop-in, which is what I gather from your "nothing new" statement above, then there is further remedial work required. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Do exactly what it says. Select the OdysseyBase, use the export functions there. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
You should have pre-emptively/deliberately chopped off a bit that is 100% weighted to torsoUpr_g, so if you just add a Skin modifier and then add that bone with no existing weights, it should automatically weight all the verts 1 to it. If you click the Edit Envelopes button, you'll see the mesh change colour when you select a bone in the list (easier to see with textures turned off). Red indicates a weight of 1, with lower weights going through orange and yellow down to blue for very low weights. GMax is a bit clunky, but you can select individual verts (under the Display section you can enable showing all verts) and see the weight to the selected bone in the "Abs Effect" box in the Weight Properties section. If needs be, you can simply select all the verts, put 1 in that box and hit enter to set the weights. The Trimesh modifier shouldn't need too much adjustment from the default values. Make sure shadows are disabled (they will be generated by the bones) and I usually like to enable the material override settings right down the bottom and set diffuse to pure white, just to be sure. -
Disappearing Weapons
DarthParametric replied to StellarExile's topic in Knights of the Old Republic General
Are you using the hide weapons mod? -
The are no tools for Maya. The main I/O script is for 3DS Max/GMax. There's also one for Blender which is less functional, but sufficient enough for generating UV maps.
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You're flying blind unless you have the model's UV map to use as a guide. There's no guarantee that certain parts of a texture are even used on a given model.
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Looking good. Nice work. How do you think you are placed to make ground textures? The Dantooine shot shows how dire some of the vanilla textures are.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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Your setup is completely broken. The UTP shows it has been edited by KTool but lacks both local or TLK strings. Whatever it is you are doing, you're doing it wrong.
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The issue happened for me when the conversation triggered without the player being jumped into position. If you want to try reproducing it again, you could try hammering on the left mouse button during the end of the montage. It's possible the script that jumps the player got skipped.
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Hrm. Where was the player located when you reloaded?
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Yes, other mods can cause problems, especially if you are using the Steam Workshop.
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Not sure if you already have it, but I just noticed this while looking for a locked door barkstring: <string id="20037" sound="nm26acdoor28004_" soundlength="0.000000">[This door has been permenantly sealed.]</string> <string id="20342" sound="nm27aadoor01000_" soundlength="0.000000">[This door has been permanently sealed.]</string> 20037 is spelled incorrectly. -
You have no dialog.tlk in the game's root folder? Running without it is essentially impossible, since it contains all the text in the game. By "data" folder I assume you mean the Override folder? Or the actual Data folder?