JCarter426

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Everything posted by JCarter426

  1. Hmm, I was thinking that might be a trick of perspective but I pulled up the episode and found a profile shot that changed my mind. Interestingly, the blade looks about the length of KOTOR's short saber than the usual EU shoto. Consider it an eventual update. Not sure when I'll get to it, though.
  2. Yeah, I agree. With almost half the texture black it's rather silly. But some modders insist on having 4096x4096 textures even when there isn't any real detail there. With that in mind, willfully scaling 256 down to 80 feels like sacrilege.
  3. Is it that short? I remember it being curved a little, which I can't do, but I don't remember the length being any different from a standard saber.
  4. Ah, yeah, that does look decent. I see you still kept some of the subdivisions by snapping the vertices to edges. Should be fine so long as they're weighted the same and I think pretty much the whole head is weighted either to the neck or the head bones anyway. As for the textures, I can see why you'd scale them down but I don't think a 1024x1024 texture with tons of wasted space would make all that much difference to the loading time. Though the eyes probably don't need that much detail to begin with, considering plenty of KOTOR heads have the whole thing on a 256x256 texture.
  5. Wow, I didn't expect an attempt so soon. I was looking at it an hour ago and thinking I do not want to be the first to try that. It looks like all of my concerns about the process have been realized, and then some. This was the main point I was thinking on earlier. The MMO necks are much rounder than KOTOR's because that's how necks work. But that means they don't match the KOTOR bodies. I expect this can be fixed by reducing the amount of vertices to match the KOTOR standard. It won't look as nice, but at least it will all connect. Well, we could just use big textures. If it's four or less per head and the extremities are only 256x256 it wouldn't get too ridiculous. What's the size of the face texture? Oh, of course.... Should be fine for NPCs though. If you wanted it for a player or party member you could copy the Handmaiden's setup maybe. I think her heartbeat has a script to change her appearance. Then you just don't use texture variations for the head, and that way you can keep the original different textures too. Might not be practical, but it depends on the context. I expect we'll have to deal with the same thing for armors. To be honest, the specular MMO heads look bad to me and I'd rather see a talented individual add actual texture detail instead. I didn't even think of this one. I didn't realize the eyes were that different. But wouldn't you have to scrap all the MMO bones anyway for the KOTOR animations to work right? It might be rough, but it looks a lot better than I'd expect for a first attempt. The difference in art style also doesn't stand out nearly as much as I'd expected, maybe because of the specular loss. I'm still thinking I do not want to try this yet, but the prospects look good.
  6. Conceptually, you're not wrong. Dialogue usually comes from the center channel for surround sound or is left as mono for stereo sound, but it is mixed up sometimes for immersion as you say. One example is Yoda's introduction in Empire when he says "...feel like what?" and Luke turns around. The audio for Yoda's line comes from the right channel because he's off-screen to the right of Luke. But there are complications with it for KOTOR and video games in general. The main issue is that unlike with a film, with a video game you don't have a finished, edited video with the camera angles and the cutting locked in. A video game in 3D space can have all the characters' positions change based on how the scene is triggered, you can skip through parts of a cutscene if you're bored, different characters can be present, and so on. In a film, the video editing is completed and then only after that will the sound editor go in to adjust the balance and make the audio match the video. That doesn't happen with a video game, which is why developers will often include pre-rendered cinematics that do allow for that sort of editing, such as with the dream sequences in KOTOR. This all depends on the game, of course, and how the engine handles cutscenes, but at least with KOTOR the camera angles are generated dynamically. There's a stock set of camera angles (#1, #2, #3, and #5, with #0 being a random choice) from which the game picks and the composition of each shot changes based on which angle is picked and where the characters are in the game world. Whether they're too close to each other, or too close to a wall, or there's something in between them, whether the player initiates the conversation from the speaker's right or left, which character is configured as the listener for a dialogue node - all these things can change how the scene actually plays out. KOTOR in particular is very bad at choosing its camera angles and characters frequently cross the line (they face one direction in the start of the scene, and later face another direction, which can be disorientating). It wouldn't be practical to edit the VO in stereo because there's a good chance it would not actually match the scene. The engine could be set up to have the VO come from each speaker, where they are in 3D space, just like the sound effects, but I don't believe KOTOR does this. And if even if it could, it wouldn't be a good idea due to all the crossing the line issues. A character's audio would switch from the right channel to the left channel and back because of the shoddy camera angles and that would be distracting. So it's only practical to edit in stereo for cutscenes with specific camera angles and not rely on the usual haphazard dynamic system. You can do this in the game (angles #4 and #6) but it's more time consuming. Darth Malak's introduction is like this, for example, but Darth Bandon's introduction is not. I'm guessing they didn't have the time or budget to do it for all of them. The other complication for KOTOR, though, is the VO simply can't be in stereo as far as we can tell. It specifically has to be mono or else the line will be mute. You could get around this, but once again it wouldn't be very practical. You would have to leave the real VO line mute and add a script to play some form of audio that is allowed to be stereo (I think music is) and doing that for every single line of dialogue in a scene would be tedious. A more practical solution would be to do a cut of the whole scene and make it unskipable so the audio can play out uninterrupted - but this may be annoying for longer scenes - or pre-render the whole thing as a Bink video, which would have no limitations on the audio but it does come with other limitations due to its nature of being pre-rendered. This is another case of being in the 99% of things in KOTOR that could be done... but is more trouble than it's worth.
  7. I suppose you're right. They're the ones that bother me the most - I don't care for them in officer uniforms because they're supposed to be Dark Jedi. But they do have their own versions of the officer uniforms... well, they're not specific to Uthar or Yuthura exactly but I don't believe they're used for anyone else, so you could see it as the Dark Jedi version of the uniform. If you don't want the mod to affect Uthar or Yuthura, you can simply delete all the .utc files associated with them, but I think I'll include an option in the next version that will keep their custom uniforms and also make their uniforms consistent in every area. The uniform thing would probably bother me less if Uthar wasn't wearing the same thing as Lashowe or Varko or random guy who gets saluted on the Leviathan. Or the Czerka officers on Korriban. Or basically everyone on Korriban, as previously established. Do note though that if the robes are reverted to uniforms, they'll also lose the +4 defense bonus. Of course, they don't have that bonus in the original game and it's only restoring things to the way they were, but I just want to point out that is a thing that will change. EDIT: Just want to point out that I was going by my (bad) memory before and the Jedi Robe item only adds a +1 bonus to defense. I'm not sure why I thought all robes had a minimum +4 because it's 0 in baseitems.2da for both games.... It seems in K1 the bonus is +1 / +2 / +3 for Jedi / Knight / Master robes. K2 has a similar but more complicated setup.
  8. Which outfit exactly would you want him in? I'm considering it as an optional patch for an update, but I'm not sure what to give him yet. I could put him in the silver Sith armor but I don't thinkthat would make him look more important. It's used for a lot of generic guys like the governor of Taris who doesn't even have a lightsaber. But I don't want to give him Bandon's outfit because I feel that should be unique to him. The third option is some sort of new outfit, maybe a reskin of either, maybe a little modeling work - which I can do, but I still don't know what I'd want for him. I'd have to think on it. I'd consider the same for Yuthura, but I just haven't had an ideas yet.
  9. Just stopping by to testify that I've allowed permission for various fixes from my Korriban: Back in Black mod. I think the robe stuff should be kept as a separate mod, as it's an aesthetic change and not really a bug fix, but even though I was only intending to make aesthetic changes I ended up fixing lots of bugs in the process and it makes sense to allow those. The ones we specifically talked about are the appearance fixes for the guards and Bandon's entourage, incorrect and missing soundsets, missing weapons, gender swaps, Dak's inventory, and the reorientation stuff.
  10. It's not a finished mod. The assets were released as a mod resource, but it was never finished as an actual mod and it's not tested. You probably won't be able to play with it unless somebody finishes it. I can tell you though that the bug you mentioned occurs because of the file g_bandon001.utc. BioWare did a naughty thing and reused this file name for several different instances of Bandon in the game and so editing one of them and putting it in Override breaks all the others. Any edits to Calo will cause the same problem.
  11. I don't know. I don't use Steam and therefore don't test my mods on it.
  12. With one exception, all the others wear Dark Jedi Robes. The reason for this is that in the original game nearly all of them were wearing either basic clothing or nothing, which adds nothing to their defense scores. Robe items add a minimum of +4 to defense, and my intent for the changes was aesthetic, not mechanical, so I minimized the change by giving them the weakest robes. The Jorak Uln is the exception because he was already wearing blue Dark Jedi Master Robes. I've changed them to black for the mod, but left them as master tier.
  13. No problem. I thought about that, but decided to go with regular robes for the initial release. It didn't feel right for him to look exactly like Bandon or the generic armor-wearing Sith so I'll have to think about what he would wear.
  14. I figured somebody would. It looks to me like it's the stock scoundrel clothes (if they had been designed in the 90s) and I probably could make a variation of it with the Gran head and hands, but I don't have an extreme amount of interest in doing so at the moment.
  15. Thanks. As much as I complained about everything in my inter-chapter commentary and elsewhere, I do still think it's a decent format and I'd like to see more done with it. I'm sure I could manage better things with what I've learned both in the game and with importing the game models in 3ds Max. Or maybe someone else could do that and then I could read it instead.
  16. SpaceAlex included a Xor in the NPC Enhancement Pack: The mod was never completed but it was released as a resource. I'm not sure where it's hosted now, though.
  17. View File JC's Korriban: Back in Black for K1 Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 06/29/2018 Category Mods K1R Compatible No  
  18. Version 2.3

    36,390 downloads

    Summary Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes. While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes. Installation Note: It is recommended that you uninstall any previous versions of this mod before installing a new version. Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install. If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters. Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  19. Oh, yes. I actually posted about them some time ago but I guess I never mentioned it here.
  20. That's just part of the readme. It's not meant to be installed.
  21. As long as we're talking about NPC clothes, I'd like to point out there are two unused models: n_devaronian and n_malethug
  22. But if you ported just about everything else from K1 to K2, then those would be available.... All these things are possible and apart from the animation and sounds not even technically "porting". There have been a few mods that copied K2 Force powers before, though I don't recall any that did the specific ones you mentioned. There are some compatibility concerns with Force power mods, particularly older ones, primarily because all the Force powers in the game are executed through the same script and partly because TSLPatcher's functionality with dialog.tlk used to be more limited. The robes aren't quite so easy because they require new or edited supermodels for the cape and skirts to animate. I'm working on it, though.
  23. I will make it legal. (See the official news post.)
  24. JCarter426

    #3: Porting

    I hadn't thought of that. Which is strange, because I've considered the process before. I actually have MotionBuilder and I have a library of thousands of animations that I've collected from various free sources like Mixamo (RIP) and the Unity Asset Store. I intended to see whether they could be applied to the KOTOR skeletons so we could get new animations without having to make them by hand. I haven't had the chance to properly look into it. But I hadn't thought of putting the KOTOR animations on the MMO skeletons. That would definitely save us some trouble if it could be done. And if it could be done without breaking the rest of the rig, we could have a mix of both. Some sort of common MMO supermodel and then unique animations on whatever model that would have unique animations. For example, it would be nice to port some of the aliens that aren't in KOTOR, like the Selonians, and we'd likely want to keep whatever unique animations they have while still enabling them to use the stock KOTOR set. That would just be a matter of changing the animation names to pause or talk or whatever. But that depends on getting the animations to work at all. I haven't specifically tried it yet but I noticed Noesis wouldn't export any of the skeletons. In the meantime, I've been working on making this a thing:
  25. Not without making Mandalore able to use all lightsabers, no. But if you want to do that, you can use KSE or some equivalent.