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redrob41

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Everything posted by redrob41

  1. Then the default texture is embedded in the mdl, and you'll have to edit it. I believe that MDLOps has a renamer function, but I still do things manually (old school) by using a hex editor. First off, when you run your model through MDLOps and it gives you a -ascii version, it should also provide you with a .txt file. If you open that with note pad, it should contain the names of any textures that the model requires (these are the default textures). Normally there is just one texture, but there can be multiples. Theoretically, you can have one for each separate mesh (head, L eye, R eye, L eyelid, etc). I'm at work, so I don't have any access to the actual files, so I might get the names wrong. I'm guessing that you took "twilek_m01.mdl" and re-named it to "maxishead01.mdl"? When I re-name model and texture files, I always keep the number of text character spaces the same: twilek_m01 has 10 spaces while maxishead01 has 11. When you rename the texture, it MUST have the same number of spaces, because when you hex edit it (or use the renamer) if the name is too long or too short, then it shifts all the byte code out of alignment, and the mdl won't match the mdx, which causes the model to fail in-game. Anyway, once you get the name sorted out, here's what I do: (I'm going to use "twilekRR41" as an example). 1 - use MDLOps to extract twilek_m01.mdl, twilek_m01.mdx, & twilek_m01.tga 2 - rename the files to twilekRR41.mdl, twilekRR41.mdx, & twilekRR41.tga 3 - Open "twilekRR41.mdl" with a free hex editor (I can't remember the name of the one I use at home). 4 - use a find and replace: find "twilek_m01" and replace with "twilekRR41" - save 5 - Then do all the steps with heads.2da that were mentioned by Fair Strides Again, I'm not on my Kotor computer. If I've got the names wrong, I'll have to fix it later.
  2. Which game are you making this mod for? When it comes to heads.2da, there are actually different steps to take for each game. In Kotor, the default texture name is only embedded in the mdl file. In TSL, while the name is embedded in the mdl, there is an extra column in heads.2da that allows for another texture to override the default.
  3. What I was able to do was take the Traya and the Kreia menu models: 1 - convert to -ascii.mdl with MDLOps (5? it was a while ago) 2 - load it into 3DS Max and then manipulate the mesh vertices and uvw map, export it 3 - use Taina's replacer tool to modify the original mdl & mdx (there should be lots of threads or tutorials, just search for Taina and replacer) 4 - the new model worked in game just fine Logan23 made a re-skin of the Sion menu model, but I eventually re-did that character from scratch, so we didn't need the Sion re-skin. So far, I haven't tried to add the new character to any menu model.
  4. I've got a red head in one of my mods... http://deadlystream.com/forum/files/file/490-ror-playable-humans-for-tsl/ The fourth Caucasian female has red hair and freckles, but she's not quite as bright red as your avatar KK (which I always find myself staring at, waiting for the wink ). One of the males has reddish brown hair too.
  5. That's the standard PFBAM mdl, but heavily modified to match Mira's BB model almost perfectly (like the pronounced clavicles). My previous underwear mod was good, this one will be better. That's good to know. I'll keep it in mind as a last resort, since it would mean a whole bunch of extra work to re-weight the shirtless male & Mira undies models. If MDLops is tweaked to work the smooth groups better, then they would be ready now (I still have to re-do her dancer model before releasing it).
  6. sure, I could do that. And I could delete the mesh where the neck hole would be. As long as there remains the same Torso, Larm, Rarm configuration that all the body mdls are set up for, it could be a decent work around. But there are times when you want different smooth groups on the same mesh (like the shoes), but they can't be detached into their own object. Afaik, the game engine isn't set up for that (it expects Torso, Larm, Rarm). Of course, I could be completely wrong (I know next to nothing about game engines ). If MDLops can make use of smooth groups and calculate normals across mesh seams, that'd be more useful in the long run.
  7. I checked a few verts around this seam: As shown, X=-22.522cm Y=-4.118cm Z=132.47cm and the matching vert on the Larm had the same coordinates. and I made the smooth groups the same for the skin of the shoulder (Torso object) and arm (Larm object):
  8. Ok, now that I've downloaded 0.7a2, I'll start posting some of my experiaments. I've been holding off so far, so that FS could have a bit of a break. I hadn't seen that there were no shadows when I was doing my testing, because I usually have them turned off. Plus, for testing, I've made the Dantooine ground transparent, and the skybox is 128 Grey. That way, I don't have to work so hard with Photoshop to separate foreground from background. Anyway... http://deadlystream.com/forum/gallery/image/449-mira-test-mdlops-7/ In the image for Mira's underwear, I've got in-game shots of her with various mdls. - The one using Taina's replacer has smooth edges, but no shirt tie, and some of the vertices are weighted strangely (by default). - Using MDLOps 0.6 you can see the hard edges (the back of the arms is the worst, but no screen shot), but at least the shirt ties work, and the weighting issues have been fixed (at least the ones that bothered me the most). - Using MDLops 0.7a1 or a2 (only difference was the shadows) you can see that the edges are smooth along the wrist, fingers, inside leg, trapezius, but there is a hard edge below the deltoid / above the bicep. This is where the Larm/Rarm mesh object meets the Torso mesh object. I've checked a pair of verts, and they seem to be identical between Larm and Torso. Those faces were all set to the same smooth group. http://deadlystream.com/forum/gallery/image/450-male-underwear-test/ - Using Taina's replacer, the model retains the original smooth groups. This results in smooth edges at the seams, but there's a noticible semi circle around the collar (this is where the vanilla DS skin has red cloth). This is th model that is included in my underwear mod. - Using MDLops 0.7 fixes edges and removes any different smooth groups. I found that it didn't matter if I compiled the binary mdl straight from the unedited ascii.mdl or after I'd edited it in 3ds max 2011. It seems to me that mdlops is swithcing all faces to the same smooth group before calculating normals. The downside, is that the faces on top of the neck (where the head mdl sits) needs to be a different smooth group than the rest of the body. If they are the same smooth group, then it tried to round the edge, and thus it puts a highlight around the neck, rather than a shadow on one side (like the Taina model). - Also, you can see the hard edge where the arms and torso meet when using 0.7a So, I think that the new mdlops still isn't perfect (hence alpha). Hopefully, my testing can help out. As a side note, when I was checking for shadows, I noticed that Mira's head didn't cast a shadow when in her undies or when wearing armor. Her head did cast a shadow when wearing her default clothes (I think that her body model includes bones for the head, but the other body models don't).
  9. redrob41

    RedRob41's Test images

    various images of WIP or tests
  10. the way that the patcher is set up, is that the bodies copy an existing line from appearance.2da (line 137 for males) and keeps the same body models that were already there. The only thing that the patcher will change, body wise, is the texture. By default, the Hispanic PCs use the Asian underwear skin, but my mod replaces it with a new one. If you just delete textures, ABC humans should still have the default underwear, but the Hispanics will show up as white. If you just want the default body and texture, there are two ways of doing it. Before installing, open the changes.ini file with any text editor, and find "texa=PMBAMH" and replace it with "texa=PMBAMA" and find "texa=PFBAMH" and replace it with "texa=PFBAMA" For the females, the patcher will also change the dancer body model and textures, but if you don't want the new (better shaped and detailed) then you just have to delete the .tga files and do the same thing with changes.ini find "texl=PFBLH" and replace with "texl=PFBLA" and find "texlevil=PFBLD" and replace with "texlevil=PFBLAD" or "texlevil=PFBLBD" or "texlevil=PFBLCD" (A for Asian, B for Black, C for Caucasian) If you've already installed the mod, then you'll have to learn how to open and edit appearance.2da file (there are plenty of tutorials around for that).
  11. Even if they're installed, you don't have to use them, and if you play as a female PC, you won't even see them. However, if you really don't want them, then all it takes is a little bit of work on your part. Before you install the mod, you can edit the changes.ini file in the TSLPatchdata folder using a text editor like Note Pad. Just delete any and all blocks of text regarding the male characters. There should be headers for them in [square brackets], and there will be sections for Heads, Appearance, and Portraits. Alternatively, if you're already installed the mod, and you have the tools to edit .2da files, you can open up portraits.2da and for any character that you don't want, you can change the "for PC" field from 1 to 0. After that, they shouldn't show up in the character selection screen. Edit: that would be the .2da file that is in the Override directory, not the one that comes with the mod.
  12. As it states in the Change Log: •The only files that have changed are RMHC06.mdl & RMHC06.mdx As it states in the Read-me: "and now, thanks to Fair Strides and VarsityPuppet's work on MDLOps7, the model retains the smooth groups info so that it doesn't have hard edges anymore." If you need to visualize it, I think you can still open the image for v1 and compare it to v2. You'll really see the difference in the smooth jawline.
  13. They don't have any problem with vanilla headgear, so as long as the mod headgear is set up the same way, they should be fine. I'm not sure what you mean?
  14. redrob41

    Twin Mullet Men

    Version 2 has been released: http://deadlystream.com/forum/files/file/780-twin-mullet-men/
  15. File Name: Twin Mullet Men File Submitter: redrob41 File Submitted: 16 Jan 2016 File Category: Skins TSLRCM Compatible: Yes This mod will add two new, playable heads. They are based on the fan favourite head from KotOR 1 known as "Mullet Man" (PMHC04). I have modified TSL assets (to avoid porting), mostly PMHH01 model and texture to get as close as possible to the original appearance. There is also a second head model where I cribbed together parts of PMHH01 with the long spiky hair from N_ZezKaiEllH and the bangs from PMHC04 (again, only using TSL assets). Thanks to MDLOps 0.7 Alpha, both heads now have smooth edges and epic hair. You get to choose, which of the twins will you rule the galaxy with? Click here to download this file
  16. I just used this last night on my mullet man head model, and it worked beautifully, so I've uploaded a new version of that mod. Thanks a ton.
  17. Version v2

    1,608 downloads

    This mod will add two new, playable heads. They are based on the fan favourite head from KotOR 1 known as "Mullet Man" (PMHC04). I have modified TSL assets (to avoid porting), mostly PMHH01 model and texture to get as close as possible to the original appearance. There is also a second head model where I cribbed together parts of PMHH01 with the long spiky hair from N_ZezKaiEllH and the bangs from PMHC04 (again, only using TSL assets). Thanks to MDLOps 0.7 Alpha, both heads now have smooth edges and epic hair. You get to choose, which of the twins will you rule the galaxy with?
  18. that is looking pretty awesome. One way that you could have it as both a melee and ranged weapon is to have two versions of it (two models and two uti). A player can equip one into each of the weapon slots so that they can swap between the two. Maybe it could be collapsed when being used as a rifle, but then the blade animation could happen when you switch to melee? The big question then is what type of melee to make it; stun baton (for spearing) or double bladed sword (for slashing)? The only real downside is that a player could choose to give the ranged weapon to one character and the melee to another.
  19. You don't need to copy the entire contents of the 7z file into the override directory. I usually put all of my downloaded files into a separate folder (called "Downloaded TSL Mods") and then run the TSLPatcher from there. Which characters were you trying to choose for? Directions: I've separated all the different options, so that you can pick and choose (mix & match) which underwear you'd like to use. 1 - For the player character and Visas, simply copy the contents of any folder into the TSL Override folder. **** IMPORTANT **** the model in each of these directories has been customized & matched to the textures in that folder. For simplicity, please do NOT mix these up, since they may not be entirely compatible with each other. For example, if you want the female PCs to wear Two Piece with boxers; while the male PCs wear Mass Effect; and Visas wears Two Piece with briefs: simply copy the contents of only those folders into the override directory. 2 - For Bao Dur, Handmaiden, and Mira, you will have to run the TSLPatcher.exe file for each of these three characters on their own.
  20. both head models for Bastilla and Carth are in TSL, so, as an inside joke, I used those heads because the voice actors also provide voices for important Mass Effect characters. When I do an V2 update, I'll add better screenshots.
  21. Fair enough. As long as a tool works, I'll use it So, will it now be possible to make Jedi robes for Bao-Dur? With the arm? I hope so. Maybe then I can improve my armors that I started and never finished - http://deadlystream.com/forum/topic/3377-request-missing-bao-dur-body-models/
  22. It looks like her eyes, eyelids and teeth have all been offset forward. It's hard to see from that angle, but I think that the hair mesh (the part that is a separate mesh from the main head) has also been offset forward. With the new MDLops, do you really still need to use the HeadFixer? Can't it be incorporated into the new MDLops? I've always had problems with Mira's head (as well as Bao-Dur and some of the other party's heads).
  23. Is it just the seam on Mira's hip that was fixed? I'm not sure if I see any others that've been fixed. Will this new method work on Mira's head model? I've never been able to get my female Devaronian working, because Mira's head model doesn't play nice with mdlops. Hmm, I wonder if I'd be able to add her shirt tassels to the underwear mod I did for her (once upon a time)?
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