Marius Fett

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Everything posted by Marius Fett

  1. Looks I forgot to sort the smoothing out. I can see a couple of funky bits here and there. I’ll upload a fixed version in a bit. @ConansHair Here we go. That should look even better. Also exported a version for TSL. I can't think off the top of my head of anywhere it's used ingame, but it's there just in case. plc_kiosk3_fixed.zip
  2. I’m fairly surely Oldflash’s Final Touch mod featured at least one shirtless male outfit. Might be worth picking that mod apart to see what you can find. I’d offer to send you the model from my thread, but I don’t have it any more. I deleted it when I had a clear out of my modding folder.
  3. The issue with the Deveronian head is because the way the head bones/weights are configured in TSL is slightly different. It’s just a case of replacing the rig for the head with the K1 one, which is straightforward enough. Female Sith Commando should be easy to do as well, I’ll add it to my list. As for female Mando’s, I was under the impression that Inyri’s had provided blanket permission for its use.
  4. Does it not appear in TSL anyway? I don’t recall seeing one, but I’m fairly sure the files for it are all there, even if they’re not used.
  5. The Toydarian is now fully working in K1 as well: The wings work perfectly ingame, both screenshots just happen to have been taken with the wings in roughly the same position. They look/work exactly like in TSL. I'll include both the version with the hat and the hatless one when I release the resource.
  6. Back on the subject of porting, I've started putting a bit of a modders resource together, porting some of the alien species added in TSL back to K1. I've fully ported the Gand and Sullustan over so far: More to come. Just thought I'd post a little update incase anyone cares!
  7. @Darthrevan123 I have no words.
  8. https://deadlystream.com/files/file/726-modders-resource-specialized-combat-suits-for-kotor-and-tsl/ Even if you don't want to use the new textures, you can still use the fixed models.
  9. Well, bugger. Looks like you’re right. Oops! That’s embarrassing. Thanks for the heads up, DP! Looks like I misunderstood somewhat! >_< Nothing to see here, folks!
  10. Yeah, there were a few recreated gun models released by Inyri back in the day. Now that porting isn’t considered to be naughty any more, I thought it might be nice to have the ‘official’ versions available to use. I may go down a similar route to the one Inyri took and have some of the less outlandish guns replace vanilla weapons so that they appear periodically throughout the game and add some variety. We shall see!
  11. Been playing a fair bit of Mass Effect recently and decided to fiddle around with porting a few of the guns over to the KotOR games from the Legendary Edition: (Click for full size) Done the four guns from the ME3 N7 DLC so far. May do more, may not. Open to suggestions, though!
  12. So basically, you want the default lightsabers available in-game to all be replaced with custom models, yeah? I believe I did that with a load of the plasma hilts I ported from JA (which I assume are the mods you’re referring to) but never released it. I’ll double check.
  13. If I remember rightly, your model uses the original HK model as a super model, yeah? Just use my model as the super model instead and it'll work.
  14. I included one in that mod. Only the one post you needed though, fella!
  15. I’m more a fan of the darker one, personally. The brushed steel one looks a bit too clinical for my taste and says more sterile medical droid than lethal assassin. Just my opinion though, I could well be wrong! Maybe you could include both and use the brushed steel texture just for the droid on Peragus who’s meant to be impersonating a protocol droid? Easy enough to set up and would at least make it seem like he’s made some semblance of an effort to disguise himself! 😆
  16. If you look at the readme file which comes with TSL Patcher, it tells you exactly what to do. You use ChangeEdit to compare the modified and unmodified files and it stores the new row information in changes.ini for you. Honestly, read the whole readme.
  17. They’re not public, no. Rest assured that the current version of Sleheyron looks and plays fantastically though and will be revealed when SS is ready to do so. He’s more interested in working on the mod at his own pace and getting things done at the moment than posting, but the project is very much alive and kicking. I’d avoid bumping the thread again though, the next post we see in here should be from SS.
  18. Correct! Appearance.2da will always override the models default textures if it has textures listed, so omitting the racetex column as DP said allows the game to use the textures which are assigned directly in the model file.
  19. When you’re saving the file, when you name it, you should be able to just put .uti at the end of the name.
  20. Are you saving the file with a .uti extension out of KotOR Tool? If you enable file extensions in Windows, it’s simple enough to just add the .uti extension if you need to.
  21. Which renderer are you using, out of interest? The results with the mental ray renderer are pretty meh, but I’ve seen KotOR lightmaps rendered with Vray which are REALLY high quality. Blender is a totally alien entity to me, so if you manage to make sense of it, good on you! 😆
  22. Just out of curiosity DP, is there a reason you’re not using Max for your lightmaps instead? I’ve always found it really straightforward in Max.
  23. Not much in the way of exciting eye candy at the moment, I'm still tinkering with Obi-Wan's head to get the weighting right in the brow area, so it is comeing... eventually! 😝 In the meantime, I've got a pair of models I'm going to upload as a modders resource: I've sliced the head off the Sith Soldier model and edited the neck so that a normal head will fit on it, properly. In the original model, deleting the head takes out the shoulder area too, so I've done some editing to eliminate that and this is the result. I've also done a slightly scaled down version for females as you can see, which also uses female animations. No particular project in mind to use them for, so as I say, they'll be released as a modders resource for others to get creative with.