Stormie97

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Posts posted by Stormie97


  1. 23 hours ago, DarthParametric said:

    It's fine as long as the bone count isn't 18 or above. The MDL format supports up to 17 bones per mesh (Vandar being one of two vanilla K1 models that max out the limit). Early versions of MDLEdit erroneously declared the limit at 16, but I believe this was changed in later versions.

    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.

    • Like 1

  2. 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
    • Submitted
      07/20/2022
    • Category
    • K1R Compatible
      No

     


  3. 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.

    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.

    Spoiler

    unknown.png.bb08d3b8588d28399a047e8503e478a0.png

    From there I slowly formed the main shapes, and refined the details until I had a high poly sculpture I was happy with.

    Spoiler

    vandar_sculpt.jpg.a5bbb9baba52f81efd2137d56972102a.jpg

    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.

    Spoiler

    vandar_gametopo2.jpg.b6e50b09229c03f2c5afaf6c21006c33.jpg

    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.

    Spoiler

    texture1.jpg.02bf41bf4af1d8e16f1f755a3bfcbfa5.jpg

    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.

    Spoiler

     

    texture2.jpg.adb916b41adc7f1ff0d4d421f1bee210.jpg

    texture3skindetails.jpg.d70b09743998860c001f3b63310da2b3.jpg

     

    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.

    Spoiler

    eyes_cornea_detail.gif.4027e616fbacbddcf55eb6f3c33a7c3c.gif

     

    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.

    Spoiler

    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!

    • Like 6
    • Light Side Points 3

  4. 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:

     

    • Thanks 1

  5. 17 hours ago, Azeria said:

    Oh that makes sense. Then otherwise how would I go about textures?

    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.


  6. 13 hours ago, Azeria said:

    this is brilliant, I've always wanted a playable togruta head! I'm pretty new to modding, is there any way I could make the lekku longer and customize the face markings?

    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.


  7. 3 hours ago, BabylonAS said:

    While I’m not keen on replacing canon KotOR characters with those from other eras, I nonetheless wonder how is the progress on Ahsoka’s model going?

    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.

    • Light Side Points 1

  8. On 9/28/2021 at 3:32 AM, Darth Atticus said:

    I'm sorry its phenomenal work but it simply isn't enough for me, the model simply looks too smooth compared to the rest of the models giving it a kind of uncanny valley look, also her hair is the wrong colour 

    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.


  9. 14 hours ago, iFoRias said:

    Just logged in to say this mod was a great idea and i and many others would be grateful if someone could finish it.

    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.


  10. I'll add a few notes to DP's already fairly comprehensive answer.

    6 hours ago, LoneWanderer said:

    What files should be present in archive with, for example, sword model?

    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.

    6 hours ago, LoneWanderer said:

    Perhaps fan-models from certain games (JKA, Battlefront 2 (2005), etc.) are more preferable than random models from the Internet?

    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.

    6 hours ago, LoneWanderer said:

    2. What tools do I need to open the 3d model and port it into TSL?

    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).

    6 hours ago, LoneWanderer said:

    3. The process of porting weapon model. Do you know any instructions or tutorials? What needs to be adjusted after converting a weapon model?

    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.

    • Thanks 1

  11. 2 hours ago, Crazy34 said:

    I my weights look a little  different, but the problem is not the transition from necklwr_g to neck_g but more the next transition from neck_g to head_g. I will play around with the weights for a little longer. @Stormie97 If this fails, could I maybe ask you to take a look at the weights?

    Thx and stay safe!

    It's definitely finicky. I'd gladly take a look at it if needed, you can send me the file by PM.

    • Thanks 1

  12. 3 hours ago, Crazy34 said:

    I was trying to fix especially the neck_g weighting

    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.

    • Like 1

  13. 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.

    • Thanks 1

  14. 3 hours ago, JediKing94 said:

    my mod would look like a baby trying to draw for the first time

    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.

    • Like 1
    • Light Side Points 1

  15. 11 hours ago, Pwener said:

     I've eliminated a lot of instances where Revan is able to say dumb nonsense that would be out of character for him/her

    Just for that I'm very much looking forward to this! Often times the dialogue options feel straight out of a Fallout New Vegas with low Intelligence playthrough


  16. Absolutely!

    First, you'll want to UV unwrap the head. I recommend watching this tutorial, it is for Blender but the underlying principles will apply for any 3D software.

    Once you have your UV layout nice and flat, you can start the texturing process. There are a few ways to go about this. You can either use real photographs of human faces and manipulate them to fit your UV layout. It's the kind of process that was used a lot for low-poly models from older generations of video games. You can also paint the textures by hand, which is my preferred way. It's not as daunting as it sounds, but I do recommend some sort of graphics tablet to make your life easier. I heavily recommend Substance Painter for this part, you can get it with a 30-days trial here. This software allows you to drag and drop pre-made materials and blend them together using masks. There are a lot of nice tutorials on Youtube for that. For 100% hand-painted textures, 3D-Coat is a nice alternative.

    I also recommend making a high-poly version of your model even if it's just the low-poly subdivided a few times, as long as it has the same proportions as the low-poly one. The high-poly will allow you to bake mesh maps such as the normal map, AO map, curvature map, etc. directly in Substance. KoTOR only uses diffuse maps (and technically normal maps, too) but you'll be able to overlay the details of the mesh maps on top of your layers in Substance. Alternatively, I've been playing around with SoMuchDiffuse, which is a plug-in material for Substance painter that directly integrates the detail from the mesh maps in a colour map, perfect for games like KoTOR or Dota, which it was developed for. It's not free however, but it only goes for USD25.

     

    • Light Side Points 1

  17. Well basically when you take the bones together, they form a skeleton. A skeleton is then a set of primitive 3d objects, which are then animated. It's done that way because animating the models themselves would be tedious and you'd have to repeat the same steps for each model. Whereas by animating a common rig (skeleton), you can just fit your models around it and have them follow the movements of the rig.

    KoTOR is no exception. If comes with a couple limitations, for instance each mesh has a maximum bones limit of 16. If you take a look at the vanilla models, you'll notice that they are generally seperated in 3 parts: Left arm, Torso, Right arm. That's because of the 16 bones per mesh limit. So generally I'd advise you to split your models in a similar fashion. Second limit is four 4 bones weights per vertices ; in other words, any single vertex can't be influenced by more than 4 bones. Honestly this is a non-issue, at least for body and head models. Most of the time you'll be weighting your vertices with respect to 2 bones, sometimes 3 at max. But it's important to know.

    With that being said, if you acquire a 3d model online and it comes with it's own rig, I think it probably won't work within KoTOR, input from other modders in needed here. If that's the case you'd simply have to get rid of the skeleton it came with and rig the model with the KoTOR skeleton instead. It's not the most exciting part of bringing new models into the game, but it's necessary nonetheless. As I said, need confirmation from other modders on this.


  18. The engine can handle many more polys than the vanilla model do have. @DarthParametric knows the actual facts and figures better than I do. No idea about textures sizes, but generally you can get very good results using 2K textures, or even by downsampling to 1K. Depends on the size of the model I'd say.

    Recently Koru has shown some progress they've made on improving head models, it's looks really good. Personally I've been looking into remaking high-quality some body models but I'm not yet ready to show what I've come up with.

    Regarding taking models available online: well it depends. If you're looking at a particular model, you have to figure out: where does it come from? Has it been ripped from another game without specific consent of the game's studio? Or did an artist make it and publish it onlline? Is it available for sale or do you plan to rip from a platform like, let's say, Sketchfab? If it's available for sale, what's the user agreement that comes with it? Would the author agree to have it ported to KoTOR as a mod? If none of those apply, was the model published as a free resource?


  19. 22 hours ago, FiendishlyInventive said:

    Perhaps an unpopular opinion, but I wish all the superb new heads might go to diversifying the NPCs across K1 and K2, instead of being yet another potential option for the PC. 

    Well my work on the Leia head model hasn't seen much progress tbh. As for Ahsoka, I don't see her replace a particular NPC as it stands, however I might release the head model as a modder's resource if others are interested in replacing some NPCs with Togrutas.

    15 minutes ago, Natural Law said:

    Like a mix between Juno Eclipse and Sniper Wolf.

    Good eye. I did use those as reference while I was crafting that thing.