Stormie97

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About Stormie97

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  1. Exactly, the head mesh uses 17 bones so the error message should go away with a more recent version of MDLEdit. I should add that I’ve only tested him with his normal K1 animations (essentially just standing around and taking). I did try replacing the PC with him to see the combat animations for fun so that wasn’t a rigourous test. I haven’t played ROR so depending on what those Yoda-likes do in the mod I might have to recheck the skin weights, especially on the lower body. I do hear that you’d need a TSL port so I’ll look into that shortly.
  2. Judge me by my teeth, do you? Hmm?
  3. View File High Quality Aliens: Master Vandar DESCRIPTION This is the first entry in a new modding series I have been working on. Its objective is to gradually replace the Kotor games' alien models, which have particularly poorly aged. To this end, Master Vandar is the first alien to receive a high quality makeover. This mod replaces Master Vandar's 3D model with a new custom one, completely built from scratch using modern 3D asset creation techniques. As he appears as a hologram in the late game, his hologram model has been adapted as well, though with some constraints. Check out this thread if you'd like to know more about the development process and to get updates on the next entries of the High Quality Aliens modding series. COMPATIBILITY Since this is a replacer mod, it simply won't be compatible with any other mod that alters Master Vandar's appearance. @DarthParametric's Hologram mod and K1CP should be compatible. Just ensure to install my mod AFTER having installed K1CP or DP's mod first. KNOW ISSUES Due to technical constraints, some unavoidable and unpleasant artifacts will show up during the cutscenes using Vandar's hologram model. INSTALLATION To install, download hqa_vandar.zip and extract its contents somewhere convenient on your computer. Navigate to the extracted "HQA Vandar" folder and execute the TSLPatcher.exe. Let it do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (see the final section below), in any way or form they would like for their own modding objectives. I only ask to be properly credited for the assets used. However, I explicitly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream. SPECIAL THANKS to @Marius Fettfor their nerves of steel while helping me resolve seemingly never-ending technical issues with the hologram model. @DarthParametric for pinging me on Discord and thus kickstarting the Vandar project. MODDERS RESOURCES ARCHIVE IMPORTANT: Disregard this section if you're not interested in re-using my files to create your own mods. I'm uploading a separate ZIP file containing modding resources and grant anyone permission to use them in any way they would like. They include the weighted .ascii file to be imported in your preferred 3D software using KOTORMAX or KotorBlender, as well as the baked mesh maps that I used to create the model's texture. Do not hesitate to DM me on Deadlystream or on Discord should you need help using those files or if I omitted to include something that could be useful. Submitter Stormie97 Submitted 07/20/2022 Category Mods K1R Compatible No  
  4. I'm delighted to finally be able to open this thread. Here, I'll be posting updates on my latest project. I've been posting pictures on the KOTOR Discord and in status updates here on DS for a while. Now I'm finally stopping the teasing and will instead post new stuff here. After my Juhani mod, I was inspired by Koru's work on creatng high poly head models for K1. I felt that the aliens in the Kotor games were in dire need for a makeover, and after much much trying and failing, I have learned modern techniques used in 3D character creation. I was able to apply it for no other than Master Vandar, the first entry in this modding series. Animation.mp4 My objective with this project was to create a character from scratch that would fit the vanilla rigs to facilitate the process when it comes to porting the 3D model to Kotor. I started off from a bunch of very simple objects. From there I slowly formed the main shapes, and refined the details until I had a high poly sculpture I was happy with. I then retopoligized the model. In plain English, this means I created a low-poly version of the character on top of the sculpted one. In the process I would ensure that the geometry was suitable model for the game engine. The final model has about 12k triangles, including 3k for the hair cards. For the texturing part, I used Substance Painter. I baked the details from the high poly sculpt onto the low poly retopologised geometry into a set of textures called mesh bakes. Within Substance Painter, these are used to drive the procedural creation of layers of color information (but not only), mostly using masks. Very similar to the way Photoshop works. This looks really flat though. Remember that Odyssey doesn't use much more than the diffuse texture (i.e. the base color information). To create a sense of depth, I've used the mesh bakes like the ambient occlusion and curvature maps to add shadows and highlight to the texture. Other bakes were used as well to add even more fake lighting. Final highlights and shadows were then painted by hand. The eyes were fully painted by hand in 3DCoat. Also, I stole a neat trick from this 80LV post to add some depth to the eyes. The iris has been sunk in, while the geometry for the cornea was cut separate from the rest of the eyes and features a painted reflection. That's it! After some preparing, I then brought the model over to 3DS Max to deal with the skin weights. As I had planned ahead for the model to fit pretty much perfectly to the vanilla rig, I had no real issues in the weighting process. Pictures and gifs are nice, but discovering the model in 3D is much better. Check it out on Sketchfab here: https://skfb.ly/ow9Mn Make sure to zoom in to evaluate all the details in the texture ! I hope you find this post was insightful! I'll include details on the next pieces of the project in the next messages of this thead at a later stage!
  5. Version 1.0.0

    224 downloads

    DESCRIPTION This is the first entry in a new modding series I have been working on. Its objective is to gradually replace the Kotor games' alien models, which have particularly poorly aged. To this end, Master Vandar is the first alien to receive a high quality makeover. This mod replaces Master Vandar's 3D model with a new custom one, completely built from scratch using modern 3D asset creation techniques. As he appears as a hologram in the late game, his hologram model has been adapted as well, though with some constraints. Check out this thread if you'd like to know more about the development process and to get updates on the next entries of the High Quality Aliens modding series. COMPATIBILITY Since this is a replacer mod, it simply won't be compatible with any other mod that alters Master Vandar's appearance. @DarthParametric's Hologram mod and K1CP should be compatible. Just ensure to install my mod AFTER having installed K1CP or DP's mod first. KNOW ISSUES Due to technical constraints, some unavoidable and unpleasant artifacts will show up during the cutscenes using Vandar's hologram model. INSTALLATION To install, download hqa_vandar.zip and extract its contents somewhere convenient on your computer. Navigate to the extracted "HQA Vandar" folder and execute the TSLPatcher.exe. Let it do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (see the final section below), in any way or form they would like for their own modding objectives. I only ask to be properly credited for the assets used. However, I explicitly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream. SPECIAL THANKS to @Marius Fettfor their nerves of steel while helping me resolve seemingly never-ending technical issues with the hologram model. @DarthParametric for pinging me on Discord and thus kickstarting the Vandar project. MODDERS RESOURCES ARCHIVE IMPORTANT: Disregard this section if you're not interested in re-using my files to create your own mods. I'm uploading a separate ZIP file containing modding resources and grant anyone permission to use them in any way they would like. They include the weighted .ascii file to be imported in your preferred 3D software using KOTORMAX or KotorBlender, as well as the baked mesh maps that I used to create the model's texture. Do not hesitate to DM me on Deadlystream or on Discord should you need help using those files or if I omitted to include something that could be useful.
  6. This is controlled via .txi parameters. Without looking at the file, I'd guess the mod uses the parameter "envmaptexture CM_Baremetal" to make certain parts of the texture map shiny. It's essentially the same parameter that gives the sith troopers their fake reflections. The parts of the texture affected by these paremeters is determined via the image's alpha channel. Basically, you would use an image editing software (e.g. Photoshop or Gimp) to paint out the areas of the image you want to be affected by the parameter. You can learn pretty much all there is to know about .txi parameters here:
  7. Seagulls.

    vandar_sculpt.jpg.17b7e62484721508a50216b7df02b9c8.jpg

    vandar_sculpt02.jpg.e61b41e0ce0f7612291bb1c70c8bb6a7.jpg

    vandar_sculpt03.jpg.6deff48321423614cca4bc29607bf0bf.jpg

    1. Show previous comments  1 more
    2. DarthParametric

      DarthParametric

      Is that like a quintuple chin? Glorious.

    3. Effix

      Effix

      One day I was walkin' and I found this big log.
      And I rolled the log over and underneath was a tiny little stick,
      And I was like, "That log had a child".

    4. DarthTyren

      DarthTyren

      My stick is my friend born from a log.
      Everyone can see it's better than bacon.

  8. Pretty sure that’s a lack of animations, I had the same issue the first time I made a custom hilt. Make sure to click on "Export model + anims" in 3DSMax/Gmax when exporting your model.
  9. For that, you'll need to edit her head texture (PFHAHS.tga) using an image editor such as Gimp (not recommended) or Photoshop (better). The best option would be something like 3DCoat Textura because it allows you to paint directly on the 3d model.
  10. The length of the lekkus are a deliberate decision. Having them any larger induces a significant risk of clipping on many body models. Even as it is now, there's some unavoidable clipping going on, so I wouldn't advise on making them longer.
  11. Really glad somebody took the time to finish the mod and couldn't hope for anyone better to do the job!
  12. Halted for now. Most of my remaining modding time is dedicated to a new project for which I'll open a new thread soon. The Ahsoka head model is pretty much done though, you can download it here. Beware that there's some inevitable clipping with the hood of the jedi robes because of the lekkus.
  13. That characteristic flatness is due to the different texture systems used by K1 and TOR. I'm not familiar with TOR's engine but I suppose it uses some form of PBR rendering or, at minima, a somewhat classic combination of diffuse, specular and normal maps. In layman terms, this means that TOR uses various texture maps to render things like depth and variation in roughness, while the diffuse (or basecolor map) simply handles color information. Good ol' Odyssey on the hand doesn't have such fancy features. Everything you want a model to display must be contained within the diffuse map: depth, shadows, etc. What you see in your diffuse texture is what you get in game. Since TOR's diffuse maps are likely little more than just color information, you don't get much detail in them. To fulfill the quality level you seek would require a comprehensive retexturing job. Luckily, skilled texturers are still active on this site. Best you can do is ask DP's permission and post a mod request in the appropriate section, or tackle the challenge yourself.
  14. In all honesty, I haven’t replayed any of the 2 games ever since releasing my very first mod. Just been busy making new stuff, most of which I haven’t shown anything publicly and that I won’t ever release ¯\_(ツ)_/¯
  15. Sneaky Peeky Final

    Spoiler

    Clothing_preview003.thumb.jpg.f7d3dab222246ffd6faf4f9a75ef58ec.jpg

    Coming soon: a new WiP thread showcasing my upcoming Duros replacer and more

    1. Show previous comments  1 more
    2. Stormie97

      Stormie97

      He'll be fine, I hear they have good prosthetics in the Star Wars universe.

    3. DarthParametric

      DarthParametric

      Lol, not quite what I meant. I was referring to Odyssey trashing all your hard work with it's broken mip implementation.

    4. Stormie97

      Stormie97

      Ah I see. Well the point of the high poly sculpt here is to bake all those details into the diffuse texture of the low-poly in-game model, using Substance Painter's Baked Lighting Filter (pretty awesome stuff). It worked quite well for the head so I don't expect too much ugly stuff for the body.