Stormie97

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About Stormie97

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  1. 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.
  2. 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)_/¯
  3. 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.

  4. I'd tell you that bumping threads is poorly looked upon but lately the site has been, let's say, a bit too quiet so whatever. As for the mod, I haven't really followed the development closely. After a a quick read-through, I guess could pick up the last files that were shared in the thread and finish the mod myself. However, @defreili hasn't been around since April and I would hate to cut the ground from under his feet should he come back at somepoint to finish it.
  5. I'll add a few notes to DP's already fairly comprehensive answer. Apart from the 3d model itself, you're going to need a texture, but just one. Modern game assets use a variety of texture images, all serving a different purpose: diffuse, ambient occlusion, normal maps, roughness map, metalness map, etc. For good ol' KoTOR, you'll only be interested in the diffuse map (also often called "albedo" or "base color"). KoTOR does support normal maps/bump maps, but honestly I've never been able to see the difference in-game, so don't bother with those. While there's a lot of cool stuff that has been done in their respective modding communities, remember to ask for permission to the mods' original authors before starting to port stuff. Otherwise, you won't be allowed to post your port mod here, nor to ask for assistance in the process should you need it. In my experience, provided the authors haven't gone AWOL, they'll generally agree to it as long you as you give them proper credit for the assets. Just want to add that, once you've done all the prep work in your 3D software, you'll want to use MDLEdit to convert the .ascii files (created by KOTORMax/KOTORBlender) into KoTOR's preferred file format (.mdl/.mdx). Yep! I remembered a couple of old tutorials on Youtube showing how to import new weapons in Kotor. They both use NWMax and MDLOps, so remember to use KOTORMax/KOTORBlender and MDLEdit instead. Custom Models in Star Wars: KOTOR 1 & 2 KotOR1 Modding Tut Part 1 Part 2 Part 3 These should help you kickstart your project.
  6. Welp someone seems to REALLY REALLY dislike my Juhani mod as well as anyone who dares like it.

    why_tho.thumb.jpg.a8e2a9477ef5fac57bcc425d59ccd630.jpg

    1. jc2

      jc2

      Haters gonna hate. . .

    2. Thor110

      Thor110

      Maybe people like Juhani and her massive chin and strange outfit.

      I'll admit I didn't think much of your mod when seeing it, but I never really liked Juhani to begin with.

      The amount of interactions around here doesn't seem to be based on much more than chance anyway coupled with regulars.

      You do only have a sample of 9 people though... or am I missing something.

    3. Malkior

      Malkior

      It's counterintuitive to just downvote something without giving reasons for the criticism. 

      Clearly some people dislike the mod on a fundamental level, so I'd personally like to know why.

  7. It's definitely finicky. I'd gladly take a look at it if needed, you can send me the file by PM.
  8. The lowest loop of vertices that connect the head to the body need a weighting of 1 with respect to the necklwr_g bone. The second row of vertices from the bottom will then blend the weight of necklwr_g with neck_g (I just do 0.5/0.5) and then the third loop can finish the blending by applying a weight of around 0.1 - 0.2 for necklwr_g. So it seems you need to play around with the blending a bit. Adding an additional loop at that area can help as well.
  9. While less fancy, I'd just assign the head to a companion, either via KSE, editing appearance.2da or creating a disguise item, and go through conversation options with them. Generally when something is wrong with your weights it's quickly noticeable. Granted, you won't really get any extreme animations to test your skinning, but player heads rarely move much anyway.
  10. It's a small, but really nice addition to every startup! Think you could do the same for the Bioware one?
  11. Duros Rework in-game preview

    It's alive!

    What you're seeing is V3 of my Duros head. I've tweaked pretty much everything, multiple times. The head is pretty much done now, all I need to do is create the three texture variations, as well as incorporate any advice or feedback I'll get from now on.

    versions_compar.thumb.jpg.15b717fc35ec90c4c6fd4cff0bfd9fdf.jpg

    Now I'm off to work on the body model. Until then, here are a few other angles (diffuse texture only):

    Spoiler

    v3preview.thumb.jpg.fbf64bd47973186e5b22a2a9611f0146.jpgv3preview02.thumb.jpg.a1a0aac36a474346d9f0417b7fd11aa2.jpgv3preview03.thumb.jpg.3b83f666df4cc04263d9c440452fefd9.jpg

    And, as always, critique and feedback are very much welcome.

    1. Malkior

      Malkior

      There is honestly very little I would do aside from maybe accentuating the wrinkles near his eyes and down the sides of his face like this.

       

      See the source image

      However, that could be achieved with the texture just as easily.

       

      The head is the perfect shape, and the mouth is just the right level of pouched. 

      As an aside, I love that you used Trask as your test character. For some reason, it's entertaining to hear his lines coming from that face.

  12. Yes that’s to be expected. The outfit is assigned to column J in the appearance.2da file. I added it to all vanilla playable heads and companions, but as you can imagine, I can’t implement the outfit for custom appearances a priori. However, you can perform that edit yourself, it’s as simple as filling in a cell in a spreadsheet. Open your appearance.2da file from your Override folder using KoTOR Tool, navigate to the line that contains your custom head, then scroll to the right until you reach column J. Simply add the name of my model to both cells (model and texture), for that you may just copy the name I used in the default appearances. Save the file and you’re done. This can be done for any custom head. Just mind the gender as the female and male models have slightly different names.
  13. Eh, I remember that one of the first posts on this site was to request someone to port a model of ROTJ Luke Skywalker that was posted on jkhub.org. That request wasn’t answered so I decided to go ahead and give it a try with zero knowledge of 3D. After multiple failed attempts, I eventually succeeded and proudly released my first mod ever. In doing so I discovered a passion for 3D and made it one of my favourite hobbies. I made a huge amount of progress in those last two years or so. Granted I release something only whenever a unicorn gets sacrified, but that’s because I keep improving my workflow and technique and so previous projects become outdated. Anyhow I’ll always encourage people to have a go at it and I’d gladly point whoever asks towards some useful free resources that helped me learn 3D art from scratch. As for your request, I didn’t answer yet because I want to commit to finishing my current Duros overhaul mod (not forgetting all my RL responsibilities). Even then, I don’t want to make any promises or commitments, but if the mood strikes me, I’m leaving the door open to it.