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Everything posted by Marius Fett
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I think that might be to do with the model itself. The mesh for the eyes in the new model is called head (one of the duplicate names I mentioned earlier) whereas in the original model it’s something like Mesh001. Would that not stop the animation working if the original model is referenced as the super?
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Indeed. I just happened to have the model open in Max anyway because I wanted to have a nose at the new model, so exporting seemed quicker.
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Give it a spin and see how you get on! Off the top of my head, the only ones I can think of for sure are the animation for when Force Crush is used on him (which in all fairness you aren't likely to ever need to see since you don't fight him) and he has a new 'disabled' animation. Pretty sure there are a few more, but those are the ones that immediately come to mind. Not that it matters now if the OP has it working in the game, but the reason for the error messages in MDLEdit appears on closer inspection to be due to multiple objects in the model file with duplicated names which seemed to be causing confusion on the animations side of things. I seem to have avoided this with my own version as I re-exported the new model from Max as Geom only with the HK Supermodel already referenced, so it didn't affect me. More to make doubly sure there wouldn't be any confusion/conflicts animation-wise due to my own paranoia than anything, but it appears to have been something of a necessary step. I also used MDLOps rather than MDLEdit. I didn't realise that it would upset MDLEdit though, so my bad there.
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This. For a straight port of Selkath’s model without the extra TSL animations in my version (which honestly aren’t a huge deal) just do what DP said. Then change to KotOR 2 mode and do the reverse. Go to batch > convert to binary and select the ascii file you generated in step 1.
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If you run through the steps you’re following, I’ll see if I can troubleshoot your process for you. It’d be much more beneficial for you if could produce your own port, as it’ll teach you how to do the same in future if another model comes along that you want to use.
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As @DarthParametric just pointed out, sharing another authors work without their permission isn’t acceptable. Since it’s Selkath’s model, I won’t be circulating an edited version without his blessing or consent. It’s honestly a really straightforward process, keep trying and you’ll get it. If you’re not having any joy with MDLEdit, give the latest MDLOps a try. That’s what I used and it worked perfectly.
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Just to add another point onto the topic, there are animations present on the TSL HK model which the K1 model lacks. You'll need to edit the converted model to reference the default TSL model as a supermodel if you want the 'new' animations to work. Not sure what the issue is you’re having with the tools, as I did what I just mentioned above and converted the model and changed it to use the original as a supermodel a few minutes ago and it works perfectly.
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It’s coming, just a few adjustments to make and we’re good to go. 😂 The upper body on that model isn’t Sions. I frankensteined Canderous’s upper body onto it for a mod I’m working on.
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A little peak at what I've been tinkering with this morning: Not 100% happy with it yet, but it's coming along nicely! The model is from a Jedi Academy mod by HapSlash, the guy who originally made the Jedi Robes featured in the screenshot which DeadMan ported over to KotOR a few years ago. Here’s a quick ingame clip: What do we think?
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Don’t know if I’m just being thick here, but what you mean when you say mantle? Also, I'm back to screwing around with TOR models. Ported over some weapons:
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I’m looking for a model that’s actually been designed as Vader from the get-go. AVol’s model is essentially a mash-up of the Nihilus and Malak models with Gsccc’s Vader helmet attached. Don’t get me wrong, it was brilliant in its day and still doesn’t look too bad now, but I’d like to see something a bit more polished. As for your Malak animation issue, could you explain what you mean? Not quite getting it from what you said. As far as I know, the mod you mention adds dual wielding animations etc, doesn’t it?
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It's not really a mod I'd give a full release to, since by todays standards the model isn't that great. At the time, we weren't able to do the things we can do now in terms of having completely new body models, so AVol's mod was a mish mash of existing models and some clever trickery. I'm in the process of trying to find a better Vader model which I can rig to a KotOR skeleton to release publically, but not much joy so far in finding a model I like enough to spend the time on. I've attached the K1 port of the AVol model to this for you to play around with if you want it, but the short answer is no. It won't be given a full release. Drop all of the files in the zip into you're Override folder and you're good to go. Vaders model will replace Malaks. The N_DarthNihilus files I included need to be present, as Vader draws certain animations from the Nihilus model. I probably could've changed that and optimised/streamlined a bit, but in all honesty I didn't want to spend any more time on what was originally meant to be just a quick experiment. Enjoy! avolvader_k1.zip
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Vader vibe in what way? I’m reluctant to start adding Vader-esque cyborg parts, since I still want him to look like Darth Sion. Open to suggestions, though.
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This is true. I phrased my previous post poorly. In other news, I’ve scaled up DeadMan’s TFU Style Darth Sion to make him a bit more imposing: If there’s interest in such a mod, I’ll work on it some more and bulk him up a bit. Don’t think it’s worth releasing with just the height change.
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No real eye candy to speak of right now, as the only project I'm able to show off is an add-on/replacement for my old Jedi Malak animation fix. I've taken it a step further and scaled his body model to a height which is closer to other characters in the game: I've also lopped the original full body model and made it selectable, In short, you'll be able to have Jedi Malak as your PC, but unlike my existing mod, he'll be able to wear other robes and armour and will be the same size as everybody else, so there won't be any weird camera problems like there are if you use his existing model. The neck was a slightly different size and shape even after the rescale, but a minute of snapping vertices to a reference model in Max made that a breeze to correct. Massive thanks to @DarthParametric on this one for telling me about a ridiculously simple way of scaling skinned meshes. Turns out I was doing it a ridiculously long winded and complicate way in comparison. DP’s method is not only quicker in that it takes literal seconds but also causes next to no issues with the model in the game. A few smoothing issues to look at, but that’s it.
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Looking good! Nice Uthar skin you’re using there, by the way! 🙄😜
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Quick video I put together on how I make my doorways for modelled areas: https://youtu.be/23D551Oaryg Nothing groundbreaking, but I’ve not seen this discussed much on the forum and I know when I firsts started modelling areas that this is an aspect I struggled with. All feedback/questions are welcomed!
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No idea where you dug that relic up, but good effort! Hopefully the OP will enjoy the fruits of your efforts! 😆
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I don't, I'm afraid. Forgot all about that mod, to be totally honest!
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New normal maps need to be in .tpc format, yes. The .txi is fed into tga2tpc along with the targa image, so the information contained inside it is indeed ‘baked’ into the .tpc for want of a better term. You’re also correct in that where a bumpmap is applied, .txi files need to use bumpyshinytexture rather than envmaptexture if you want to incorporate a cubemap as well. Correct on all above counts, in other words! I know Q has only recently started experimenting with normal maps for KotOR very recently and has been tackling some rather large texture packs, so I daresay any little niggling issues which slipped through will be addressed shortly. All part of the fun, as they say!
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Bump Mapping Tutorial Request (for novices)
Marius Fett replied to Sith Holocron's topic in Mod Requests
Pretty solid and comprehensive guide from DP there, nice one! My own very limited experience of making normal maps for KotOR has been done purely in Photoshop to make them using the diffuse textures as a base as DP described above. Like I said, I’ve only done some limited testing, but desaturating the diffuse texture and then making adjustments through levels and curves to get the right balance to been light and dark across the image depending on the level of detail you’re trying to produce. Photoshop has limited options adjustment for the generated normal map in that you can adjust the level of detail and blur which it has. You can usually get a good balance between the two in a short space of time. The results aren’t as good as doing it ‘properly’ and creating a high poly mesh to project the normal information from, but considering how poorly Odyssey handles and implements normal maps, the difference you see in game between the two methods is negligible to minimal at best in my admittedly uneducated opinion. -
This might be my favourite so far! Vast improvement! Those new normal maps worked a treat!
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Absolutely no idea! 🙄😂
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Vast improvement! Some of the Tatooine textures were hideous at such a low resolution! Now if only there were some extra content on Tatooine to give people an excuse to spend more time there, eh? 🤔😉
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Glad to see this released! Nice job! 😁