redrob41

RoR Staff
  • Content Count

    158
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by redrob41

  1. Version 1

    165 downloads

    This mod will allow you to play using an alien speech soundset, thus making your character speak alien languages during simple tasks (like unlocking doors & items, or when entering stealth mode etc). It will complete all missing entries in each of the included ssf files (so that all NPCs will also have full soundsets), and add a few new ones. 4 included soundsets are: Bith (can also be used for Ithorians), Hutt, Jawa, & Tusken (Sand Person). This is an add-on to my earlier soundset mod (which included 11 alien soundsets). To play as a Wookiee, use Zaalbar's soundset (since it is already complete). in order to hear the sounds in-game, you will need to use the Kotor Savegame Editor by tk102. KSE is available at http://www.starwarsknights.com/tools.php Once you've opened the Editor (see screenshot jpg): 1 - click on the savegame file that you want to edit 2 - highlight the Soundset line 3 - select the new soundset that you want to use 4 - click the Change soundset button. The Soundset line (2) will update. 5 - click the Commit Changes button. This will save all changes that you have made. It's usually best to do this with a new game (as soon as possible), but you can edit saved games at any time. If you restore a previous save, the changes will not be present.
  2. Version 1

    344 downloads

    This mod will allow you to play using an alien speech soundset. It will complete all missing entries in each of the included ssf files (so that all NPCs will also have full soundsets), and add a few new ones. 11 included soundsets are: Aqualish (Walrusman), Duros, Gamorrean, Nikto, Rakata, Rodian, Selkath, Trandoshan, Twi'lek Male & Female, & Frogling (Vandar and/or Yoda). To play as a Wookiee, use Zaalbar's soundset (since it is already complete). In order to hear the sounds in-game, you will need to use the Kotor Savegame Editor by tk102. KSE is available at http://www.starwarsknights.com/tools.php Once you've opened the Editor (see screenshot jpg): 1 - click on the savegame file that you want to edit 2 - highlight the Soundset line 3 - select the new soundset that you want to use 4 - click the Change soundset button. The Soundset line (2) will update. 5 - click the Commit Changes button. This will save all changes that you have made. It's usually best to do this with a new game (as soon as possible), but you can edit saved games at any time. If you restore a previous save, the changes will not be present.
  3. Version 1.1

    626 downloads

    This mod will add a three playable male wookiees and two playable female wookiees. It includes portraits, 7 changes of clothes, 1 armor, and 4 jedi robes for each male, and 3 changes of clothes, and 4 jedi robes for each female. The models that the mod uses, are Zaalbar and N_WookieF. There is also Photoshop files for fellow modders who want to create new armor and clothes skins. The big one is the jedi robes, just remember to change the alpha 1 channel. The female robes are smoother looking than the male versions, due to the smoothness of the model. To complete the effect, so that your PC will sound like a wookiee, use the Kotor Savegame Editor (KSE) to change the soundset to Zaalbar's. The only problems that I know of, are 1 - When starting a new game, if the Wookiee shows up in the "Choose Your Class" screen, it is best to NOT pick the Wookiee. Eigther choose a non-Wookiee, or Cancel, then re-start a new game. Picking a single unit model (one that isn't a separate head and body) will cause the game to crash. 2 - The left hand of the N_WookieF model is messed up. I don't yet know how to fix it. Perhaps in the future I will be able to add a fixed mdl and mdx. As it is, weapons will float on the back of the hand, and cutscenes will show the hand squished behind her back. 3 - During the cutscene where Revan removes his mask, he will appear invisible. 4 - When using the disguises (Sith uniform, Sand Person, underwater & space suits etc), the Wookiee will seem to shrink, because those disguise models are the size of a normal human. 5 - Everyone, including all the Wookiees on Kashyyk, will still refer to you as a human. It would require editing EVERY piece of dialog in the game to fix it, and that is TOO much.
  4. Version 1

    495 downloads

    This will add a playable Sand Person Male to the game. He will have complete armours for all six classes, Jedi robes, Star Forge robes, and standard clothes. There are a total of seven models and 58 textures. The basis of these models and textures is the Sand People disguise (n_tusken.mdl & N_Tusken04.tga). They have been modified to look as if he is wearing his favourite desert robe and back pack over top of the armour. The armour gauntlets fit over top of the sleeves of his robe, and the chest plate peeks out from the front opening. For some of the medium and heavy armours, he wears a jet pack, with controls on his chest strap (it is non-functional, but impressive looking). The Jedi robes look like long jacketed versions of the standard robes, without any back pack. The Star Forge armours are similar to the in-game set, but with the cape, belt, & hood all removed, and instead, a Tusken version of Revan's Mask. The LS version has a mask that is inspired by A'Sharrad Hett's helmet ("Emissaried to Malastare" comic). These final two armours are my favourites, because of the masks.
  5. Version 1.1

    634 downloads

    This mod will add 9 playable Rattataki males, & 4 females. The females are Asajj Ventress (from the comics & 2D animated features), a second Asajj Ventress (from the 3D Clone Wars animation), a new nameless Rattataki, and Aurra Sing (who is half human and close enough to Rattataki that I included her). The 3D Asajj will install with a more angular face, similar to the cartoon. If you don't like this look, and would like a head model that is better suited for KotOR, then there is an extra directory with an extra model for her. Aurra Sing's basic clothes have been changed so as to be similar to her standard red jumpsuit and brown vest (the scout will look the most similar). Rattatki are near human in appearance, except for thier chalk white skin and bald heads. Males have elaborately styled beards and mustaches (as seen in Star Wars Republic #60: Hate and Fear). For their Dark Side transitions, I chose to start them with a touch of warm skin tones (LS), and gradually they become more pale, and eventually white (DS). They also have eyes that slowly change to Sith red & yellow, exceft for the 3D Asajj, whose eyes become brightly glowing blue.
  6. I'm not sure if you'll find any answers to your specific questions, but this is a thread where Stoffe helped me directly with using TalkED http://lucasforums.com/showthread.php?t=181550 I'm no expert with the program, so I always have to refer back to that thread (in combination with the program's instructions). Hopefully it acts as a good example for you.
  7. My wife and I have recently added a new member to our family. Little Susan is our first child, and at a week old, is just adorable. She's always hungry, so we don't get much sleep these days :)

    1. DarthTyren

      DarthTyren

      They grow up fast on you, just watch out! And Congratulations to you and your wife.

    2. redrob41

      redrob41

      Thanks everyone. It's been a crazy week for sleep, but she's totally worth it.

    3. aneeryrlue

      aneeryrlue

      well, she is almost 1 years old:) i late it, but congrats!:)

    4. Show next comments  12 more
  8. I noticed that someone uploaded my head fix mod, but I kindly asked that they remove it, and they did. I've just successfully uploaded it myself. I'll upload as many of my mods that I can make compatible without using the TSLpatcher (or even break up some of the existing ones), so that they will work within the Steam "Subscribe" method of using mods (basically they just overwrite anything in the designated folder, such as Override). Then I'll add a link to my mods here so that people can download and run my TSLpatcher style mods.
  9. That's good to know. Are you using a disk version or Steam version? I'm just curious since I own the disk version on PC, and was thinking of maybe getting the Steam version for Mac. That's a good idea. I could upload mods that fix default models' clipping issues and uvw maps.
  10. I asked this over at LF, but I'll ask it here as well: I don't have many TSL mods, but I was thinking of making them available on the Workshop (which I've never used). An obvious one is my [TSL] Head Model Fixes since it just has .mdl & .mdx files to overwrite. The question is, do I split it into six separate mods (one for each head model) so that it doesn't clash with anyone else's modified model? Another mod I'd like to put up is [TSL] Player & Party Underwear, but I'd have to remove BaoDur, Handmaiden & Mira since they need the patcher to change some of the appearance.2da entries. I'm just not sure if I should split this one up too, so that players can choose which of the four Female undies to use, which of the four Male undies to use, and which of the six undies (3LS & 3DS) to use for Visas. Or are small time mods like these just no worth it for Steam Workshop, and players should just download the existing mods, TSLPatcher and all? I guess I just figured that I'd try and help out all the Mac people that can't run the patcher.
  11. This is what I came up with back in aught nine. Basically, I started with Bao's body model for F type armor, and then (using gMax) moved the vertices around to approximate the G or H model shape. The G shape worked out pretty close, but the H shape couldn't get the gautlets or the thigh ridges right (because there aren't enough verts to work with). Then I moved the uvw nodes around to try and match up with the original PMBG.tga & PMBH.tga maps. While G worked, for the most part, there are still some areas that don't line up: the front middle stripe, the cod piece, the trapezius area, the wrist guard, etc. (I've put arrows on the screen shots to highlight those problems). http://i463.photobucket.com/albums/qq351/redrob41/BaoDur%20BG%20heavy%20armor.jpg~original The H model has even more uvw mismatch problems: the front middle stripe, the back of the neck, below the shoulder blades, the side ribs, and the whole briefs area from front to back are all major problems with regard to stretched textures. There are also some small problems that you can't easily see (like the bottom of the shin guard to the top of the ankle has a ring of stretched texture). http://i463.photobucket.com/albums/qq351/redrob41/BaoDur%20BH%20heavy%20armor.jpg~original Then I exported the ascii mdl, and used Taina's replacer. This method results in models that work in-game (no crashes), keep Bao's mechanical arm (more importantly, the plasma emitters), and still work with any textures for that armor type (both vanilla and modded textures). These stretched textures are because the F body model doesn't have breaks or cuts in the same place as the G or H models. Since 2009, I've gotten better at manipulating models in Max, and I can merge PMBHL.mdl with BaoDur_BF.mdl so that the model and uvws are perfect, but I can't compile a working model out of it. Our modding tools just aren't good enough for this type of complex model. I think that, at the time, I didn't release these because they're not up to my usual quality standards, and I was hoping that someone would come up with a better tool or method so that I could get this to work. If any one else has a solution, please let me know.
  12. Well, if you want his underwear model and texture, don't forget my awesome mod http://deadlystream.com/forum/files/file/344-player-party-underwear/ As for the others, I did try to make G & H once upon a time, but I don't think that they were successful. I was just moving vertices and uvw maps around, and replacing with the Taina's replacer method. I'll take a look through my old files.
  13. If you want an older fellow, you can always easily mix and match parts of textures. N_JorakH01, N_oldAMH01 & N_oldAMH02 all use similar uvw maps and models. Or N_DavikH01, N_DeadeyeH01, N_oldCMH01 & N_oldCMH02 use the similar uvw maps. If you're feeling adventurous, maybe you could edit a texture that used different parts from different textures (mix and match hair, eyes, mouth, nose, wrinkles, etc)? It would depend on what program you're using, and what your texturing skills are, but you could cut and paste quite a bit. If you are going to use N_GendarH01, then PMHB01 also uses a similar uvw, so you could probably cut and paste some of his texture in.
  14. If it seems like I haven't been around much lately, it's because there is so much to do around the house these days. My wife and I are expecting our first child in July :)

    1. redrob41

      redrob41

      Thanks everyone. It's going to be a full time adventure :D

    2. Sith Holocron

      Sith Holocron

      Have a birth announcement yet?

    3. redrob41

      redrob41

      As a matter of fact...

    4. Show next comments  12 more
  15. If you just want the portraits, then you can simply copy and paste them. If you want to use the playable heads in TSL, then see the previous post
  16. I'm slowly trying to make full Dark Side transitions for all the playable heads. I will release them as individual packs as they are ready. The first one is out: http://deadlystream.com/forum/files/file/490-ror-playable-humans-for-tsl/ by default, it will install into TSL, but there is also an alternate process to install it into the RoR demo.
  17. You can check your PM again for a link . I've made up a default dancer skin for people who don't use my fixed dancer model. Plus, I've got three variants to choose from for the people who do install my dancer model mod.
  18. I replied to your PM Sorry it took so long, since I hadn't logged in for a while. I just saw your modified faces, and they look pretty good so far. The only one that seems a bit off to me, is the third one; her top lip blends in too much and the highlight on the bottom lip looks too bright to me. The best one is the fifth, since her skin still has nice tonal range between the highlights and shadows. Keep it up
  19. The most useful thing for me would be the solution to bump maps and maintaining edge smoothing in models. That'll always be on the top of my wish list. Next though, would be a tool similar in function to Taina's Replacer, but that it works for bone weights. Right now, Taina's compares the ascii model spit out from KotorTool vs an ascii model exported from Max. Then it changes the original binary mdl and mdx based on the differences it finds between the ascii files. From what I know, it really only makes changes to the mdl file, since that is where the mesh vertexes and uv data are stored. Bone weights, however, are stored in the mdx. I've been able to fix some to a fair degree, but I've done this by manually comparing the mdx files. This was my process: http://www.lucasforums.com/showpost.php?p=2845204&postcount=16 If you can make a tool that would do that for me automatically, that would save me all kinds of time
  20. I did some experiments and posted the results over at LucasForums (because I have an easier time with the text editor there) http://www.lucasforums.com/showthread.php?p=2857254&posted=1#post2857254
  21. All of my early mods were done on gMax. Then I took a night class (at my local technical college) so that I could buy 3DS Max 2011 student version (I actually bought the full creative suite, which included Maya). It works much better than gMax, and has all the regular functionality of retail 3DS, but at a huge discount. I also bought my Photoshop (as part of Adobe Creative Suite 5) as a student version. That time I took a water painting night class at a different local university. A few years earlier, I bought CS3 for Mac that way too. Again, the student versions have all the functionality of retail, they just ask that if you start making money with the software, that you upgrade to a full license. Sooner or later, I'll have to take another night class so that I can upgrade all my software
  22. I've tried my best to recreate the K1 PMHC04 head using only TSL assets (mostly PMHH01). Here you go: Twin Mullet Men v1
  23. You mean this one https://github.com/niv/nwn-tools/blob/master/_NwnLib/NwnMdlDecomp.cpp I'll just put it here again so it's on record
  24. Here are some tables from cchargin's site where he describes the binary .mdl and .mdx structurehttp://home.comcast.net/~cchargin/kotor/mdl_info.html Hopefully it will be useful to someone with more experience than I to make sense of it combined with MagnusII's info, so that the unknowns can be filled in.
  25. here's something interesting. I opened twilek_m01b.tpc and twilek_m01b.tga with a hex editor. The tpc had a bunch of empty bytes (is that correct term? they all say 00) for the first eight lines. Then at the end of the file came the isbumpmap 1 bumpmapscaling 1 xbox_downsample 128. The tga (converted by MDLOPs) only had one line of mostly 00 at the beginning, while at the end it had isbumpmap etc... then 76 hex digits, then it repeated isbumpmap etc... The result is that the tga had 18 extra hex digits over the tcp version. Then, I opened the tga with Photoshop, and saved it as a copy tga. When I checked it with a hex editor, this version had 87534 fewer characters than the original version. I have no idea what any of that means . If you need some pixels or vertices pushed around, I'm your guy. If there is eldritch languages, call Robert Langdon to figure out the DaVinci Code I honestly wish I was more help