Stormie97

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Everything posted by Stormie97

  1. "Patience is bitter, but its fruits are sweet."

    - Jean-Jacques Rousseau (18th century philosopher)

    1. DarthParametric

      DarthParametric

      Don't eat the leaves, got it.

  2. I don’t think they have an account on Deadlystream, so you’ll have to try on Nexusmods. However, as Leilukin explained, if all you want is to have these textures in TSL, you should just be able to get that by copying the .tga texture files from these mods and paste them in TSL’s Override folder. Maybe you’ll have to rename the files, I don’t remember if Carth and Bastila’s texture names structure have remained the same in TSL. It’s just that without Fenharel’s express permission, nobody (including yourself) can release a mod porting their textures to TSL. If you’re just messing around on your own, that’s fine.
  3. You'll probably have better luck by formulating your request using an actual sentence. 😉
  4. Thanks Effix, I'll include that in the next update!
  5. Full body, yeah. I'll soon publish .mdl files containing the head (including skin weights) as a modder's ressource if anyone wants to create a playable Rodian or whatever. The hands are separate meshes so it should be relatively easy to replace those on vanilla armour models.
  6. View File High Quality Aliens: Rodians DESCRIPTION This mod is the second entry in my modding series attempting to replace KoTOR's alien models with high quality ones created from scratch. It effectively replaces the old Rodian 3d model with a custom one, along with its 5 texture variations. You may follow the development of this series here. Please note that this series is a work in progress and creating such characters takes a lot of time. COMPATIBILITY Any mod altering the model or textures of the vanilla K1 Rodians will be incompatible with this one. A compatibility patch for DP's Jedi Diversity on the Star Forge mod has been added. K1R compatibility has not been tested and therefore cannot be guaranteed. KNOWN ISSUES None (yet ). INSTALLATION Download and extract the contents of 'HQA Rodians.zip' somewhere on your PC. Navigate to the extracted 'HQA Rodian' folder and run TSLPatcher.exe. Let the installer do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. If you also use DP's Jedi Diversity on the Star Forge mod, download and extract the contents of 'Jedi_Diversity_on_the_Star_Forge_Rodian_Compatibility_Patch.7z' into your Override folder. Click 'Yes' to overwrite files when prompted. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender SithSpecter: High quality blasters (used for the thumbnail render) Philip Trautmann: Thumbnail font (Prequel) Darthparametric: For creating a compatibility patch for his Jedi Diversity on the Star Forge mod. SPECIAL THANKS @Marius Fett For the unlimited supply of feedback provided and testing the models in-game. @DarthParametric For providing much needed constructive criticism and advice, as always, and for creating a compatibility for one of his mods (see above). PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (coming soon), 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 and strictly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream. Submitter Stormie97 Submitted 12/29/2022 Category Mods K1R Compatible No  
  7. Version 1.1.0

    1,157 downloads

    DESCRIPTION This mod is the second entry in my modding series attempting to replace KoTOR's alien models with high quality ones created from scratch. It effectively replaces the old Rodian 3d model with a custom one, along with its 5 texture variations. You may follow the development of this series here. Please note that this series is a work in progress and creating such characters takes a lot of time. COMPATIBILITY Any mod altering the model or textures of the vanilla K1 Rodians will be incompatible with this one. A compatibility patch for DP's Jedi Diversity on the Star Forge mod has been added. K1R compatibility has not been tested and therefore cannot be guaranteed. KNOWN ISSUES None (yet ). INSTALLATION Download and extract the contents of 'HQA Rodians.zip' somewhere on your PC. Navigate to the extracted 'HQA Rodian' folder and run TSLPatcher.exe. Let the installer do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. If you also use DP's Jedi Diversity on the Star Forge mod, download and extract the contents of 'Jedi_Diversity_on_the_Star_Forge_Rodian_Compatibility_Patch.7z' into your Override folder. Click 'Yes' to overwrite files when prompted. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender SithSpecter: High quality blasters (used for the thumbnail render) Philip Trautmann: Thumbnail font (Prequel) Darthparametric: For creating a compatibility patch for his Jedi Diversity on the Star Forge mod. SPECIAL THANKS @Marius Fett For the unlimited supply of feedback provided and testing the models in-game. @DarthParametric For providing much needed constructive criticism and advice, as always, and for creating a compatibility for one of his mods (see above). PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (coming soon), 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 and strictly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream.
  8. Yeah the orange jumpsuit one lacked contrast with the skin. I've adjusted that version now.
  9. After some in-game testing, I'm happy to report that the mouth area works just as expected. Here's a preview I've posted yesterday. With all 5 texture variations (see below) ready, I'm now moving closer to release. Only need to tweak a few skin weights and set up the TSL Patcher!
  10. High quality Rodian in-game test

     

    1. Show previous comments  1 more
    2. Stormie97

      Stormie97

      Thanks for the feedback, always appreciated.

      The antenna cups in the vanilla model are actually animated using dedicated bones. Since I went with the regular human rig with this one, I don't have that option available. I did apply your suggestion to make them danglymeshes (as well as the spikes) to give them a bit more life.

      The eye cubemap is indeed custom. It's my first time playing around with it and it's hard to gauge how it's going to look applied on a half-sphere. I've reduced the number of lights, it looks a bit more like the movies now.

      I don't see a shading issue on the lips, maybe it's the bump and specmap that leave that impression?

      542428168_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_16_30.png.89690e2db6437d2cacfe6e9607686b5b.png

      1151608967_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_33_41.png.50e38411bf5a51a96ce98869a33abc23.png

      1517869535_StarWarsKnightsOfTheOldRepublicScreenshot2022_12.27-15_15_56_02.png.d1d9aab06f3e2d2df575cbb28956c577.png

    3. DarthParametric

      DarthParametric

      Oh it is only the "hair" that uses danglymeshes on the vanilla? Been a while since I looked at it. I know some of the TSL aliens have a few more flappy bits using danglymeshes.

      As to the mouth, it' hard to say without seeing it firsthand in-game.

    4. LDR

      LDR

      Is it just me, or does the head look a little disproportionately small on those long shots?

  11. Yeah I want to give a shot, the big question mark though is how the mouth area will look like in talking animations. If it doesn't turn out right, I'll resize everything to use the vanilla Rodian rig.
  12. This update is long-overdue, but here goes. I'm aware there are some issues and areas of improvement for Vandar which I intend to address soon. Meanwhile, I have been busy with the next entry in this mod series. Here's a preview for the Rodian: Finding quality references for this one was difficult, so I mainly based the design on the Battlefront 2 Greedo model by Dice. This is still WIP of course, though fairly advanced. Pants will be tweaked before moving onto skinning. Feedback is, as always, very much welcome.
  13. If you're talking about models exported from KoTOR, you can't. To turn low-poly models to high-poly, you generally use subdivision levels. In Blender, it's a modifier called 'Subdivision surface', in Max they call it 'Turbosmooth'. Anyway, this simply splits each quad (i.e., a face with 4 vertices) in smaller bits. An algorithm calculates the average distances between existing vertices when placing the new ones, making the model look smoother. You can easily divide a quad because each side will be split in 2, so from one quad you end with 4 quads. And so on. However, triangles can't be split evenly so subdividing those can generate inadequate results. See below: The cube on the left consists of only quads, while the one on the right is made of triangles. The cubes below are the result obtained from subdividing the cubes above. Now, I'm going over this stuff because models in KoTOR are made up of triangles. Partly because the 3d assets are really old, but also because video game engines prefer triangles in general. Here's what the Rodian model looks like when freshly imported in Blender. Triangles galore! I've added a subdivided version of the same model on his right. Now, depending on what you want to achieve this might be perfectly fine for you. However if you want to rework the models or use them as a base for sculpting, you won't get far with this. Instead, you want to turn those triangles into quads. For a good chunk of them, you can do so with a neat shortcut in Blender: Go into 'Edit mode', press A to select all, then hit Alt+J. Now that's much better already. Some stuff is falling apart because I didn't merge the model's vertices as several of them are split. You'll notice that a lot of triangles remain on the hand and the head. For these, your options are limited to manually fix them into quads. If you're new to 3d, this is going to be challenging, because you need to understand how topology works to get a good result in the end. Again, it depends on what you want to achieve. If you're looking to get a base to do some sculpting on, I would simply create primitive objects (cubes, spheres, cylinders, etc.), resize and place them to match the model. Here's what it would look like: Then apply the subdivision, import in your preferred sculpting software, remesh/dynamesh and get going. As for tools, there's a wide variety you can choose from. Blender has the advantage of being free and having a lot of online resources, especially on Youtube, available. However it lacks some useful features that you might one day care about and many find its UI very confusing. Most other software suites, if not all, are destined to a professional audience and are therefore quite intimidating to beginners. Generally, there is no one single program that can do everything perfectly. They're just tools and they more or less excel at the given tasks they were designed for. If you're only getting started in 3D, I'd recommend using Blender until you understand all the basics of 3d, then get the trial versions of similar general 3D software (Maya, Modo, 3DSMax, etc.) and see what you prefer.
  14. 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.
  15. Judge me by my teeth, do you? Hmm?
  16. 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  
  17. 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!
  18. Version 1.0.0

    853 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.
  19. 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:
  20. 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.

  21. 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.
  22. 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.
  23. 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.
  24. Really glad somebody took the time to finish the mod and couldn't hope for anyone better to do the job!
  25. 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.