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Everything posted by redrob41
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well, I updated the uvw map for Bastila's head model, but when I was testing it in-game, I noticed something weird near the corner of her mouth. It looked like the mesh didn't close properly where the pink skin meets the red lower lip on her right side. I only noticed it when she was talking, so I'm thinking that it might be a problem with bone weights. Before I do anything further with it, I just want to make sure that it isn't just me, or my in-game model. Does anyone else see it too? Sorry, no screenshot, since I haven't been able to make them since I upgraded to Windows 10 . I use a Mac keyboard, and I used to be able to use the F14 key as a replacement for the print screen key, but now it doesn't work.
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IIRC, her LS, slave, and DS underwear all have the same model uvw map, but there are multiple models because they all default to different textures. I'll have to check my head model files for her, because I know that I re-did the uvw map once upon a time, but I can't remember if it was K1 or TSL. Mostly, it was just slight tweaks to reduce stretching, and I fixed that line on the inside of her lips. Edit: Never mind. I was remembering my aborted TSL hair mashup for an older Bastila in RoR. Although, fixing the lip uvw shouldn't take too long...
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Are those dog footprints? They're a little distracting, because it looks like it was really happy, running every which way it could. If they're something else, then they're a little too frequent and regularly spaced, and don't seem like they're naturally occurring for such a wind swept area.
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Sounds like you had a blast I'd say to try replacing some of the gold with silver highlights (the same colour as the chain mail) so that it ties in with the mask. Then you could also add in some bronze details too. Or maybe tone down the gold, by desaturating it to a lighter gold alloy? Whenever I'm trying to think of ornate clothing patterns, I have to Google "chasuble" for images. You can't get much more elaborate than religious vestments. Here's one you might find particularly appropriate as a colour sample
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That looks like something that should be restricted to Dark Side I kinda figured that you'd up the resolution before working on it. Mine were a little more simplistic, so I was ok with leaving them at 512x512. I especially like the detail you go to for making the mask a bit more unique. Looking good Q, I can't wait to see it in glorious Baremetal shine
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I think that you've captured the grizzled look really well. Although, he does look like he's got some mad razor burn along his jawline Pesky photo shadow?
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mostly what the flying model is missing are the attack, hit\defense (or maybe ALL combat) animations. Khrizby added a single claw attack, but I think that it would also need a double claw (power), bite (flurry), and tail whip (critical strike) attacks. IIRC, the boss model doesn't even "walk" properly. It just moves backwards like a big, static box. I think that it was intended to be grounded (like it was in a cave, and couldn't fly) and move like a slithering snake. Because they don't have legs (more specifically leg bones), I doubt that just copying animations from another model will work. You might be able to copy some of the arm bone and wing bone animations. I wonder if the different creature sizes will make a difference?
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Both the flying and boss models use the same uvw map, and the textures that I came up with years ago work for both. I made a green version (same color as the in-game baby drexls) and purple version (to match the old comic book appearances). The wings have a bit of transparency to them, so that they look like a thin skin. If someone could ever get fully animated models working in-game, I'd be more than willing to include my textures. Here's video of Khrizby's animation test with my textures applied. Anytime the creature "freezes" it's because the animation is missing.
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Could you put it on her arm band? Isn't that stand alone (non-mirrored)?
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It's always tricky working on her lekku, since part of the texture is on her body tga, not just the head tga. I wish Bioware hadn't done that, since it made it too hard for me to make other characters with that head mdl, while incorporating DS transitions
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I'm glad that you're going to fix up the eyebrows and try to do something with the teeth and tongue (I often re-map it's uvw, and draw a whole new tongue somewhere on the tga). The only other thing that I noticed was the odd shadow along the jawline. I realize that it was probably a part of your photo source, but I think it would work better if the curve of the jaw/chin/neck texture areas were more 'flat' (less painted on shadows) and then the game engine renders the shading. Otherwise, it's looking pretty good. Colour seems like the right shade of blue. Oops, I just noticed that the colour doesn't quite match at the seam on the inside of the Lekku. Well, keep at it it'll be perfect one day
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New playable character in TSL: Matilda from Brotherhood of Shadows?
redrob41 replied to astrid_cash12's topic in Mod Requests
Even if you can't get a hold of Silveredge9, you could always make a K1 mod that just included the TSLpatcher setup to add all the necessary lines to the heads.2da, appearance.2da, portraits.2da but make it a requirement to download BoS and manually copy the 5 or 6 texture files to the override directory. As for a K2 version, it shouldn't be too hard to make a simple underwear texture recolour (by simple, I mean not getting overly detailed with re-creating the whole clothes, just recolour the skin to blue). You could probably even use the Twin Suns clothes as a base. -
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- 7 comments
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What was your first KotOR/TSL mod?
redrob41 replied to Sithspecter's topic in General Kotor/TSL Modding
yeah http://deadlystream.com/forum/files/file/344-player-party-underwear/ and that is my second most downloaded mod -
What was your first KotOR/TSL mod?
redrob41 replied to Sithspecter's topic in General Kotor/TSL Modding
I think my first released mod was my K1 Underwear mod (http://deadlystream.com/forum/files/file/46-new-underwear/), since it was just reskin textures. The only clue I have is the review that Shem provided on FileFront: "RedRob41 makes his FileFront debut with a mod that does a lot of underwear changing." ... "For a rookie modder, the author sure looked like a veteran with his work. Nice job! I believe I speak for many people when I say I hope we see more from you." Well, he did get to see more Weirdly, that was also my most popular and most downloaded mod . Never underestimate the power of lace underwear, especially when worn by Bastila Shan -
- 26 comments
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I'm not on my modding computer, so I can't test it myself right now, but if the skirt is a separate mesh in the mdl, then it could be set to not render. I'm just not sure if there would be any missing faces that the invisible skirt would normally hide. If so, the gaps would need to be filled in.
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Kotor/TSL Model Format (MDL/MDX) Technical Details
redrob41 replied to ndix UR's topic in Modding Tools
That's good. I'm looking forward to it . I feel your pain FS, I know how hard it is to find time. I'm only posting right now because work gets slow in the summer, and I'm waiting for my boss to hand me a new file (which he just did, so I'm off). -
Kotor/TSL Model Format (MDL/MDX) Technical Details
redrob41 replied to ndix UR's topic in Modding Tools
That's a nice summation. Just to be clear though, on my shirtless body model example, I welded vertices on the ring around the chest, but did not weld the neck hole. I even showed the unwelded edges with green lines in the third figure of that screenshot. The problem, as far as I can see it, is that MDLOps 0.7a2 treats all edges as soft ones. It was done to clear up the hard edges on the head models (like the jaw line in this v1 head http://deadlystream.com/forum/files/file/451-twin-mullet-men/ which was fixed for v2 http://deadlystream.com/forum/files/file/780-twin-mullet-men/) so that unwelded vertices would be calculated as if they were welded. The side effect is that it does this even when I want a hard edge (like the body model neck hole). I often do use smooth groups on my models in 3ds Max, but MDLOps seems to ignore that info. Either that, or it is lost when exported from Max. I'll double check my body model, but I'm pretty sure the faces of the "neck hole" are a different smooth group from the rest of the torso. -
Blog #36 - Sith Holocron Moves
redrob41 commented on Sith Holocron's blog entry in Sith Holocron's Blog
Wow, that's quite a jump. I hope it all goes smoothly for you. If you end up in temp housing, at least it'll be during the pretty time of the year, and you'll have plenty of daylight to get set up. Good luck in your new job -
To whomever reported this as broken, could you please provide more explanation? I've just re-downloaded it, and the files are set up as they are intended. Some of the files do not require the TSLPatcher to install, as is clearly stated in the instructions: As you can see, the installer is only used for three characters (since they will need changes to the appearance.2da file). None of the other options require an installer, since the 2da files remain unchanged. If you don't see an installer exe, then you just have to copy and paste the mdl mdx and tga files into your Override folder.
- 26 comments
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which party member slot are you trying to over ride? Do some of them have it hard coded not to use DS transitions? I can't remember off the top of my head. DR101, could you post a screen shot or a text code box or something of your appearance, heads, and portraits.2da lines? That might help someone spot a potential problem.
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Kotor/TSL Model Format (MDL/MDX) Technical Details
redrob41 replied to ndix UR's topic in Modding Tools
I know that with 0.7alpha2 you fixed the shadows that are cast on the ground, but I'm talking about how it treats some mesh edge seams as separate, but every uvw seam on the same mesh gets treated as smooth (even when you would want a hard edge). I'll refer back to my earlier posted images in post #26 http://deadlystream.com/forum/topic/4036-mdlops/?p=42484 1) If you look at the image of the male shirtless underwear, using Taina's replacer: - There is a ring around the top of the chest, this is due to the original mesh not being welded, so it is treated like a hard cut - Where the neck of the body meets the neck of the head, the shadow is distinctly showing as light falling on his right side, and shadow on his left side of his neck - Where the arm meets the shoulder, there is only one hard edge 2) using MDLOps 0.7 in that same image: - The ring is gone because I welded the verts - the neck of the head is shaded properly, but the body has a highlight on both sides of the neck. I think that this is because the body's "neck hole" has faces there, and they are being treated like a smooth edge instead of a hard one. - there is an extra hard edge below the shoulder (above the bicep) because this is where the arm mesh meets the torso mesh. I know that there are several ways to work around this (like attaching all meshes into one, which requires re-weighting a ton of verts) or deleting the "neck hole" faces, but they are a lot of labor for just one model. Multiply that for EVERY model that I want to fix, and it would take ages. If the MDLOps shading issues could be ironed out, then I could fix the dancer model completely (add mesh faces for the inside of the skirt thing, move all the hooks to the proper locations, so that force powers come out of her hand rather than the air). By the way, for the Mira underwear model, you can's see the neck highlight, because her black choker hides it. That's also how I tackled the bicep seams; I just put short sleeves on her shoulders to hide the hard edge.