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Stormie97 last won the day on November 18 2019

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About Stormie97

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  1. The problem is that a mod like this would require Quanon's approval and I don't think he's been very active as of late. The good news is that something like this is actually fairly easy to do. I like taking DIY approaches for stuff like this so I can walk you through it but the use of the end result needs to be restricted to yourself and yourself only: no uploading or sharing via private message without Quanon's approval since this is based on assets he has made. With that out of the way, here's the tutorial. You're gonna need an image editor such as Photoshop or Gimp. You won't need to do anything fancy but you'll need an image editing software. Grab the following file from Quanon's mod: "P_BastilaH04.tga" and place it in a folder somewhere on your computer. Extract "P_BastilaH04D.tga" from the other mod you have listed, this one contains the dark side eyes that you want. Place it in the same folder as the other .tga file. The "D" at the end of the file name indicates that it is the dark side texture variant for Bastila. Rename that last file to something like "P_BastilaH04D001.tga" or whatever to avoid conflict later on. Now copy the first file, the Bastila texture made by Quanon and rename it to "P_BastilaH04D.tga". This is the one you're going to work on and that you'll place in your override folder in the end. Now open the two dark side textures (the newly created "P_BastilaH04D.tga" and the one you had renamed, I'm gonna assume you used "P_BastilaH04D001.tga") into your image editor What you need to do is simple: You need to grab the dark side eye texture from "P_BstilaH04D001" and move it onto the copy of Quanon's texture. You can do so using a lasso tool, a polygonal lasso tool or any similar mean of selection your image editor might have. Select the eye as best as you can and move it onto the other texture and place it exactly over the existing eye texture. And that's it! Save "P_BastilaH04D" (you need to keep the .tga file format) and copy/paste the file into your swkotor/override folder. I want to add that the dark side eye texture on the mod you've chosen is not of great quality. I suggest you take a look at Shem's movie style dark side transition mod for your eye texture. The following files in that mod use a similar UV map for the eye texture to Bastila's, allowing you to use them without too much trouble: PFHA02d3 PFHA03d3 PFHC04d3 I want to stress again that whatever you chose to do with this, you can under no circumstances share your files without original authors' consent. Good luck.
  2. Alright then, I'll see how it goes with the all-in-one models.
  3. Ah I see. So, in that case, would I also have the head as a separate model for all the other body models?
  4. Not sure if I follow. Would that happen as well with the method you described above?
  5. Alright, I see. I was thinking about using that supermodel for the skirt anyway so that method is welcome. I've played a bit more with the robe and found something I like better: I think the short sleeves work better with the Jedi warrior concept. The idea is that the "naked" appearance will be default. So both as companion and when she's at the Grove. I'll add the cloaked version as an alternative redeemed appearance.
  6. Damn, wish you'd told me sooner. Jokes aside, adding a cloak is actually a smart idea. After about 30 minutes reshaping, here's what it looks like: Not bad honestly. Think I'll create a new, more silk-like texture for the cloak since I want to give it a lighter feel than the default one does.
  7. The textures are almost complete. Here are a few screens of the finished product. I still have to draw her necklace though. I've also been tweaking the head a bit more. I've also added some geometry to the eyelids objects to give her some eyelashes. The eye texture was also modified a bit to look a bit more human-like. And I've created her extra-long lightsaber from the concept. So pretty good progress overall. Off to skinning now and putting everything in game nicely.
  8. Juhani Appearance Overhaul - coming soon to your Override folders.


    1. ebmar


      It looks promising! :cheers:

  9. Good to know. It is just a trimesh though. The head still follows the exact same structure as the original.
  10. Wonderful, thank you. I managed to get it to look good. I'll tweak it further when I get to the skinning of the head.
  11. That's not an issue. Basically my workflow is: modelling and texturing in Blender -> export in .fbx -> skinning in 3DS Max. I did check that tool out yesterday very quickly. But what made me scratch my head is the "Edit constraints" button (original Juhani head): I assume those yellow boxes outline the constraints for the dangling of the ponytail. However, how are they generated? By simply setting up a Flex modifier (let's say I set up one that is identical to the original ponytail for the modified one) or are there additional steps?
  12. Thank you! I appreciate it. Actually, everything below the waist are textures that haven't been worked on yet. So the pants, skirt and boots are just solid colors that I set ealry on to have a general feel of the end result. I'm working my way down from the top, getting the armor-y part of it right was crucial. I very much plan on adding the necklace, based on your feedback I'll try drawing it around the seam of her neck. Yep, I took a look at a few female heads that feature ponytails. Haven't figured out how to parameter the Flex modifier to get the same result quite yet though.
  13. Good idea. I'll look into that once I'm done with the textures. Speaking of which, I finally managed to paint some textures that ressemble Kotor's art style: Once I finished painting it, a quick pixellisation filter on Photoshop should give it a nice final retro game touch. Also, I'll sprinkle it with just a bit of noise. I have been quite busy these past couple days. I started working on a new project that I had in mind for almost a year since I stumbled on this incredible piece of art by Corbin Hunter. I've contacted the author via Reddit and got his permission to bring his art to game. Here's what I've been toying with: I've finished the basic modelling. The upper torso has been ripped from Juhani's underwear model and painted over in order to remove the underwear textures (the result is very convincing). I've also started texturing the new outfit. The torso/abdomen part is quite detailed so that's gonna take a while to get to look right, but I'm optimistic. You may notice the head is quite a bit different as well: It's crazy the difference a couple eyebrows can make. And a decent haircut, because I don't know what Bioware was thinking when they made.. whatever this is. Feedback is welcome. I'm afraid she might look too angry, so I might lift her eyebrows a bit to make her look more friendlier.
  14. Does anyone have any tutorials or recommended software (other than PS) for creating textures with the same style the Kotor games have? I'm creating textures for a new robes model but I struggle to get the same look as the existing in-game models.

  15. Ah I didn’t see those, thanks. So yeah, I’ll try to copy the way the crystal is handled by Kreia over to T3. In my case, 5 robes levels would bring it to 25 UTIs. I’ll also take a moment to look the stats of the crystals in details in order to ensure the player won’t end up being OP but while still making it worthwhile to wear the robes other than just the looks. I want to keep it somewhat realistic as well, i.e. giving them a strength would be goofy. They are robes, not an exosuit or whatnot.