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Everything posted by Effix
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Hey Bek, I enjoy doing small things, my own ideas or requests from others that I like. I will never take on any massive texture overhaul project or things like that, I know my limits. Greets
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Can someone please make some Clone Wars or Rebels mods
Effix replied to knitewingtherevanchist's topic in Mod Requests
I've combined Malkior's helmet texture with the blaster I did, the 2nd blaster still needs a texture. The attached files are for TSL, just throw them into your override folder. You need to use DP's K1 mdl & mdx files that he linked to if you want to test things in K1. The icons and texture (the .tga files) should work in K1 and I think the item files (.uti files) work in both games. Cheatcodes: giveitem g_i_mask113 giveitem w_blaste_113 giveitem w_blaste_114 DP_Sabine_aug_2020.zip -
I'll try a little tutorial: Conversion: With KotOR Tool you extract pmhc07.mdl (from Kotor II -> BIFs -> models.bif -> Aurora Model) and pmhc07.mdx (from Kotor II -> BIFs -> models.bif -> Aurora Model Extension). Now with MDLEdit you load the mdl file, just to see which supermodel you need (it's almost always S_Female02, but still good to check). After loading the file, on the bottom half of the window you see "Header", click that and on the top half of the window you see "Supermodel: S_Female02". This is the supermodel from K1 that you need (the supermodel from the game you are porting to is needed). The mdl and mdx of the supermodel need to be in the same location as the model you're trying to convert. So, in KotOR Tool you need to export those files, Kotor I -> BIFs -> Aurora Model / Aurora Model Extension -> s_female02.mdl/mdx. Preperation for conversion done. Now you open MDLEdit, make sure the KOTOR1/KOTOR2 button below the menu is on KOTOR2, because you're loading a K2 model. Load the mdl file, you might think you can now just switch to K1 and save a binary file, but no. You can now switch the button to KOTOR1, you Save -> ASCII, then you load that ascii file, now you can save as binary (which the game can use). Put the mdl and mdx in K1's override folder. Textures/portraits: K1 has 2 more darkside transition phases and the filenames work slightly different. K2: neutral/light, halfway dark (...d1), full dark (...d2) K1: neutral/light, 1/4 dark (...d1), halfway dark (...d2), 3/4 dark (...d3), full dark (...d) With PMHC07 you're in luck, the portraits all have the same pose, so in an image editor you can combine different images to get the intermediate phases. For example, load the neutral portrait, add the halfway dark portrait in a layer on top, set the opacity of that layer to 50% and you get K1's d1 phase portrait. You do pretty much the same with the head textures. Portraits: Kotor II -> ERFs -> TexturePacks -> swpc_tex_gui.erf -> P -> po_PMHC07/po_PMHC07d1/po_PMHC07d2 Head textures: Kotor II -> ERFs -> TexturePacks -> swpc_tex_tpa.erf -> P -> PMHC07/PMHC07d1/PMHC07d2 2da files: To turn this into a mod you would need to use the TSLPatcher, but that's a bit beyond the scope of this tutorial. You can however study the changes.ini file that come with one of my mods that do something similar, it's mostly just changing P[M/F]H[A/B/C/H] values to PMHC07. There's no PMHC07 in K1 so you can stick to that name. To test things for yourself you need to add lines to portraits.2da, appearance.2da and heads.2da (You can extract those with KotOR Tool to your override if you don't already have these in there. Kotor I -> BIFs -> 2da.bif -> 2D Array). You can add a new line with the * at the bottom of the list and you can copy lines to that new line, so copy another row (for example an existing PMHC one, right click the "button" of an existing line, left from the first column -> Copy Row, similarly you can paste that on the new row). Make sure you change things accordingly. Portraits.2da lists the playable characters and points to lines in appearance.2da, appearance.2da points to a head in heads.2da. In this case I would repeat how things are done for an existing pmhc, for example pmhc05. Good luck and happy experimenting
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There's at least one post on the matter here.
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I assume you're using MDLEdit, if not then that's the easiest way to go. No face animation means you need to have the super model from the game you're porting to be in the same location/folder as the model you're converting. If you load pfhc06.mdl with MDLEdit you can click on Header on the lower half of the screen, then on the top half you see Supermodel: S_Female03, that means you need to extract the mdl+mdx from K1 with that name. In the whole process you load with K2 on, switch to K1, export as ascii, load that ascii and then you can save as binary. I've seen the line in the middle on several models, but that's not something I know how to fix. It's not a problem with the texture but with the model or slight differences between how the 2 games apply the texture to a model. It might also be that it wasn't an issue when KotOR didn't have those wide screen or higher resolution fixes.
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I think po_pDisciple1.txi and po_pDisciple2.txi are missing a "d" before the number at the end. So rename them to po_pDiscipled1.txi and po_pDiscipled2.txi.
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Ok, that's quite disturbing... and hilarious xD
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Happy to help, have fun
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Alright. Effixians_PFHC07_Brunette.zip
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See if you like this. Unzip to your override folder. I haven't changed the darkside transitions because the changes would be barely noticeable. Effixians_PFHC07_Brunette.zip
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Yeah, still had to do the portraits. See the attachment below, just put the files in your override folder. The dark side transitions are quite subtle. I'm unable to properly test them because I don't really have a save with a dark side Mira and changing things with the save editor doesn't work that well. There might be a slight mismatch there between body and head skin tone. Also because there's a head texture for half way to dark and fully dark, but only one dark side body texture. Effixians_Black_Mira.zip
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I'll see what I can come up with. Edit: Would this interest you? Her skin is actually darker than the black player characters, but her head model doesn't really make you think of a black woman. Perhaps swapping her head would be a better approach. I do like this look better than vanilla Mira.
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Awesome work Blue!
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I use HxD, but I'm sure anything else will do. https://mh-nexus.de/en/
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I don't know about the order; I did not look at the approach that BoS: SR takes, but it's worth a try. If BoS: SR takes a more sophisticated approach, then you might be able to combine these 2 in that order.
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I've looked at the files for a bit, setting up Brotherhood of Shadow: Solomon’s Revenge is a bit too much work, but I think I have a theory: Brotherhood of Shadow: Solomon’s Revenge adds a bunch of entries to heads and/or appearance.2da to add new unique characters. Then the Mando mod adds rows, adding is good*, but it puts armors on characters that use the disguise property. Those disguise properties might not be so flexible, they might just point to a row number, a row that the first mod added. I'm not sure if the TSLPatcher can even take that into account, disguises are tricky in general. * The Mando mod does use the TSLPatcher but it does not use its memory capabilities. Add row to 2da file X -> store that row number in memory -> add row to 2da file Y, reference to row number stored in memory, etc. That's how you can keep things compatible (again, not sure you can take care of the disguise thing). Possible conclusion: mixing these 2 mods might be a bridge too far (in theory you could fix things manually, but that's a lot of work). I suggest taking the mando mod out, there should be backups of the 2da files in the mando mod's install folder. If you cleaned all that up then it might be in your recycle bin.
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Sorry you had to compromise. I think this is the same issue: I have seen the same thing myself at some point with another head, but I didn't see it in my last test with this Atton head.
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Try adding these files to your override, let me know if it makes a difference. Effixians_Atton_from_K2_to_K1-txi-fix.zip
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I did quite a bit of searching for that one a while back, found signs of that it existed once, but no downloads. I hope someone kept it.
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Did you reuse the same vfd? Steamcmd adds a line to the vfd after you publish a mod, "publishedfileid" "1234". Perhaps that line was in your vfd, Steamcmd couldn't find the mod because you manually deleted it -> can't update item with that number. You can reuse the file to publish a new mod, just remove the line with "publishedfileid".
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Aw, annoying. I don't need to use it, I guess because I started publishing mods before they added that. Anyway, good to hear that you figured it out.
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I also like green but not this green and yellow https://starwars.fandom.com/wiki/Corellian_Jedi?file=Green_jedi.png I always pretended the Matukai robes could be a precursor to the Corellian robes. There's no signs of anything green on the Matukai wiki, but yet they are in this game like they are. I've played SWTOR for years. Before that, from what I know, the Green Jedi had fairly common robes like the Mutakai robes, just dark green instead of brown. I do like this look: https://starwars.fandom.com/wiki/Corellian_Jedi?file=CorranHorn-NEGTC2.jpg But yeah, that's fairly close to the Matukai robes. As you may know, I also don't do new 3D models. Feel free to throw in any retexturing ideas.
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BTW you can contact Steam through the Help menu item -> Steam support, just ask them what's up.
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Ah ok, I forgot that you asking for my permission was for this mod, been a while. There's no moderation as far as I know, but it's been a while since I uploaded my first mod, maybe it's a one time thing. I haven't heard others asking about it on the guide page though. Visibility in the vdf gets ignored, I always leave it on "0", so that shouldn't be an issue. I don't really know why the "Public" option is not in your list, strange. A mod becomes visible in the overview of files you've posted right away, but it takes a bit (an hour or something, not too long) before it's visible in the "Most recent" tab. I don't have Steam Guard, had to look up what that is. Possibly related: https://steamcommunity.com/app/255710/discussions/0/611704730322374875/
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