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Everything posted by redrob41
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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):
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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).
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From the album: RedRob41's Test images
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From the album: RedRob41's Test images
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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).
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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.
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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.
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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?
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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
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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.
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Version v2
1,510 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? -
SWTOR-Style Zakuulan Exile's Blaster
redrob41 replied to DarthParametric's topic in Work In Progress
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. -
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.
- 17 replies
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- 27 comments
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- disciple
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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/
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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).
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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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Can you post/share the mdl & mdx of the before and after, so that we can compare the two? I just want to visualize it (either ascii or hex). I'm excited by the possibilities
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Modder's Resource: Specialized Combat Suits for KotOR and TSL View File This is not really a mod, but more of a modder's resource. It includes textures for the basic Combat Suit PFBC and PMBC, as well as icons and uti files to make them wearable. Anyone who has created a story mod for either game can use these suits to add some variety to the NPCs that the player interacts with. I have also included models in which I have fixed the uvw maps, so that the textures appear correctly (the original models had some polygons in the wrong places). The new models should work with any other texture mods, since they work perfectly with the in-game ones. The armour class is the same as the basic Combat Suit, so there isn't any real advantage to wearing them as a player. The real power of these files, is that a modder can create a whole army with both male and female members (and using any head model for NPC variety). Please feel free to use these files in your own mods. I'm giving my permission now, up front. All I ask is that you mention me in your own read-me. I also ask that the files remain unchanged, so that anyone who uses them will not have to worry about incompatibility. ================================================================ Includes Combat Suits for: Republic, Sith, Czerka, T.S.F., Corellian, Exchange, Black Vulkar (Orange or Blue) ================================================================ Directions: Please copy all relevant files to Override directory of whichever game you wish to use them in. I have separated them into six directories. Common files: The textures were made from original textures that appear in both games, so there is no issue of porting. >Optional Shiny Metal: These texture.tga files & PFBC01.txi & PMBC01.txi are so that parts of the armours will shine with CM_Baremetal (The downside is that the K1 "Light Exoskeleton" & TSL "Electromesh Suit" will also have a shiny metal effect rather than the original CM_Bright glow). K1 model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. K1 uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem g_a_class4042 will give your player the Republic Combat suit. TSL model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. The biggest change is to Bao Dur's because the panel on the back was originally mirrored. TSL uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem a_light_42 will give your player the Republic Combat suit. Submitter redrob41 Submitted 10/31/2015 Category Skins TSLRCM Compatible
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Version v1
890 downloads
This is not really a mod, but more of a modder's resource. It includes textures for the basic Combat Suit PFBC and PMBC, as well as icons and uti files to make them wearable. Anyone who has created a story mod for either game can use these suits to add some variety to the NPCs that the player interacts with. I have also included models in which I have fixed the uvw maps, so that the textures appear correctly (the original models had some polygons in the wrong places). The new models should work with any other texture mods, since they work perfectly with the in-game ones. The armour class is the same as the basic Combat Suit, so there isn't any real advantage to wearing them as a player. The real power of these files, is that a modder can create a whole army with both male and female members (and using any head model for NPC variety). Please feel free to use these files in your own mods. I'm giving my permission now, up front. All I ask is that you mention me in your own read-me. I also ask that the files remain unchanged, so that anyone who uses them will not have to worry about incompatibility. ================================================================ Includes Combat Suits for: Republic, Sith, Czerka, T.S.F., Corellian, Exchange, Black Vulkar (Orange or Blue) ================================================================ Directions: Please copy all relevant files to Override directory of whichever game you wish to use them in. I have separated them into six directories. Common files: The textures were made from original textures that appear in both games, so there is no issue of porting. >Optional Shiny Metal: These texture.tga files & PFBC01.txi & PMBC01.txi are so that parts of the armours will shine with CM_Baremetal (The downside is that the K1 "Light Exoskeleton" & TSL "Electromesh Suit" will also have a shiny metal effect rather than the original CM_Bright glow). K1 model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. K1 uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem g_a_class4042 will give your player the Republic Combat suit. TSL model uvw fixes: These aren't neccessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer. The biggest change is to Bao Dur's because the panel on the back was originally mirrored. TSL uti files: These are neccessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, examle: giveitem a_light_42 will give your player the Republic Combat suit. -
Nice work so far DP. Are you able to get the eyelids and eyes to move correctly, or would the human animations cause some odd movements? Whenever I tweak a head model, I try to leave the eyes in the exact, original location. I take it that, since you're using the head fixer tool, there are going to be hard edges at the model's seams? I've had to do some weighting on some of my models, and it can be quite frustrating at times. I wish you luck for now. I'll add more about it in a bit.
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File Name: Playable Rattataki x13 File Submitter: redrob41 File Submitted: 01 Aug 2015 File Category: Skins K1R Compatible: Yes 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. Click here to download this file
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- Aurra Sing
- Asajj Ventress
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File Name: Playable Sand Person File Submitter: redrob41 File Submitted: 01 Aug 2015 File Category: Skins K1R Compatible: Yes 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. Click here to download this file
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- Tusken
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