JCarter426

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Everything posted by JCarter426

  1. Yeah, the same thing happened to me. I just did a quick select by material to attach everything, but MDLEdit wouldn't load the model. I remember something similar cropping up with a few specific areas during the MDLEdit beta testing so maybe bead-v can explain it. Manaan seems to run fine though? That certainly could be an contributing factor, and it may be worth removing it for the other reasons you mentioned, but I doubt it's just the water. Some things I could maybe write off due things like water or grass or the size of the area or lots of NPCs spawned, but that wouldn't account for everything. I've never been able to nail down a pattern on the areas that have had particularly bad lag, though, and my hardware has changed over the past 15 years too.
  2. Oh I know it can be done, but I'm not sure how to go about it in a way that's quick or easy. I don't think you can do a quick welding of vertices without potentially messing up other things, so some of it would have to be done manually... a lot of effort just to fix one area, and any other areas would be need to be fixed on a case by case basis.
  3. Ah. I'm surprised there'd be noticeable lag with only that many of them, but I guess not too surprised. It might not be just the number of objects on the model - it could also be the number of elements on each object. It looks like a lot of faces, particularly on the pyramid, have been needlessly detached as separate elements. If that is the source of the problem, though, I don't know of a quick and reliable way to fix that.
  4. Sounds like you're having better performance than we got before, maybe thanks to the lite models or the static poses. With full quality (well, KOTOR quality) animated models for everything it was dipping down to the single digits on that pan. But it's dropping even with nobody there? There must be something weird going on in that area. It's always been a mystery to me why some areas perform worse than others. As you said, this is a tiny area and I remember the stunt module lagging more than the regular game one, so that's doubly mysterious. @VarsityPuppet recently suggested it might have to do with how many elements the models are broken up into, but I don't know if anyone has ever properly investigated what's really going on.
  5. @Jenko did this before and found that once everything was replaced with actual models the frame rate drops into the totally unacceptable range. We tested various scenarios with different things changed and it seemed to be specifically the poly increase. My guess is it's when they're animated. The area geometry can have tons more polys, and those droids might be ok because they're just standing there. But when the humanoids were upgraded from rectangles to actual models, even an idle pose was too much for the game to handle. Maybe you could make higher quality cardboard cutouts, though.
  6. I meant replacing them but keeping the existing shots vs replacing them and adding new shots. In the former case it would be possible to still keep the original audio. But if you would prefer that to be replaced as well, well....
  7. You can warp to stunt_57 no matter where you are or what you've done in the game. The scene will still play out correctly.
  8. Version 1.5

    13,809 downloads

    Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer. Video Preview Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR 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 IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... 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.
  9. View File JC's Lightsaber Visual Effects for K2 Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer. Video Preview Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR 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 IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... 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 07/14/2018 Category Mods TSLRCM Compatible Yes  
  10. Version 1.2

    19,223 downloads

    Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. I've also included some alternate texture options: Brighter Green The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi. Darker Blue The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith. Heart & Mantle There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option. Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR 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 IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... 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.
  11. View File JC's Lightsaber Visual Effects for K1 Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. I've also included some alternate texture options: Brighter Green The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi. Darker Blue The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith. Heart & Mantle There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option. Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR 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 IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... 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 07/14/2018 Category Mods K1R Compatible Yes  
  12. That sounds like a known problem with the Aspyr update and unfortunately there's nothing I can do about it. Also, v1.2 is up.
  13. Technical difficulties resolved. Progress continues.

    2mGOAvT.png

    These are my half-assed updates of the game textures for the new mapping. Not sure if I'll do brand new ones for K2, but I'll come up with four variants for the K1 port at least.

  14. Yeah, there's no real trick to it. They just need four animations: close, close2open, open, and open2close, and all you really need for that are two keyframes copied in different orders. But I agree - easier to use an existing one. And it should be particularly easy in this case because it's already set up that way. Nadd's sarcophagus is a combination of a door, dor_dxn04, with the actual sarcophagus part as part of the area geometry. I believe the ones on Korriban are set up the same way.
  15. Before and after attached. Only thing different should be the pivot of the Torso object. Changed its orientation from 180 to 0. PFBIM-kotormax_v4.mdl.ascii PFBIM-kotormax_v8.mdl.ascii
  16. It certainly did something - probably because I forgot to reset Xform. But it wasn't that that solved it. I just rotated the pivot point. Such a simple thing, yet such a big problem.
  17. Yeah I did try that but I'm always reluctant to because doing that means going out of the KOTOR safe zone of 3ds Max 8 and into a newer version. When I did try it yesterday, the abomination that resulted made me realize late night modeling is a bad idea. Figured I'd wake up to the brainstorming session here instead. Yeah, I just redid all the smoothing groups from scratch on mine. The male model's wasn't so good either. That did work! Crazy. So, while it would be super cool if this weird orientation weirdness were sorted out with a tool update, I know how to solve this now so I'm good. Thanks.
  18. Yikes. So, if I'm understanding this correctly, it's not a tool issue but rather an issue with this model - maybe it wasn't designed as neatly as it could be or maybe it wasn't decompiled correctly, but whatever the case, that does not look like normal normal behavior. If it's a probem on the model then it probably could be fixed but I'm not sure what the best way to go about that would be... unify the normals along the seams maybe? I'm worried about breaking all the skin data, though. I could get it back, but it's a pain to do that.
  19. Well, I'm back. The issue seems to be mesh-to-mesh smoothing again. Here's how it looks in game: Again, the preview is correct: I repeated all the smoothing logic that I used on the male model (which is working fine after the update) and I double-checked them all to make sure they did check out. And then I imported my ASCII and it was reading all my smoothing groups correctly. So I don't think it's anything I'm doing wrong. ASCII attached. By the way, ignore the hands - I know why those are wrong. PFBIM-kotormax_v4.mdl.ascii
  20. Current progress on the K2 models:

    5eRrjA7.png

    I can't stop fussing over the collar texture. I look at mine and think it's too flat, could use some work, and keep trying different things. On the other hand, I ask myself if it looks as bad as the original and... well, obviously. I don't know when to give up on it.

    1. JCarter426

      JCarter426

      Heh, but the masses have demanded cloaked robes. Gotta appease the proletariat first. Although, I did track down my animation library and if you want zombies in KOTOR I could probably make it happen.

    2. JCarter426
    3. ebmar

      ebmar

      Can't unsee the "samba dancing".

    4. Show next comments  111 more
  21. Male models all set:

    KW3yzje.png

    Now to prepare myself to repeat all this danged work for the female models.

    1. JasonRyder

      JasonRyder

      Alright. What is this you're working on though? 

    2. JCarter426

      JCarter426

      Not entirely sure yet. But replacing the player robes.

    3. L0ki194

      L0ki194

      K1 with actual caped and animated robes? Yes please. On a side note, do you plan on doing the council (aka, the one Nemo and some other jedi use) styled robe as well?

    4. Show next comments  111 more
  22. I've had that problem as well. Generally the inside of the mouth is a separate element, so I select that and then give it a new smoothing group (usually what it has +10). Have to do that for the inside of the mouth and sometimes the nostrils, and I do the tongue to be safe too. Same deal if you have a mesh with faces close together, like each side of a piece of cloth. I don't think any KOTORMax/MDLEdits are a priority here. It would certainly be more convenient if it actually got all the information on a decompile but I've gotten used to double-checking all the smoothing groups on the models because they often have bad smoothing from the start. No tool update will fix that.
  23. Hmm, if I remember correctly we only added three shots to the Korriban arrival. Most of the additions were from the K2 landing and I'm not sure how much sense it would be to add them. I guess it might be cool to see the Ebon Hawk fly through the valley though, when there's actually stuff there. To be honest, I'm reluctant to release the film version because I only see the parts I could do better now. But I have thought about replacing some of these videos before, and I guess there's at least a starting point here. But I've always held back because I don't have all the assets BioWare had. The Dreshdae that's in the videos is nowhere in the game files. There is one in the game, of course, and maybe I could make do there, but hurdles like that have kept me back until now. More severe examples would be Yavin Station and the Endar Spire escape pod sequence, for which some models are completely missing. Also, if you want to extend the scenes rather than just replacing the existing footage, there's the matter of the audio - new sound design for the ship sound effects and new music. I don't think SFX would be that much of a problem thanks to the Star Wars Soundboards, but the movie version uses music from Seven Years in Tibet, which I don't think would be allowed. Although, now that we have MMO music as an option, that might be covered too.
  24. She's not invisible, she's chilling out in space: That's part of the mod, don't you know? OK, this issue baffled me for longer than I'd care to admit and I eventually tried the modding equivalent of throwing the empty gun at the other guy and it worked. I don't know why I needed to do it, or why it worked, but it seems to have. While I only applied the true fix to S_Female03, I rebuilt all the others during an earlier, failed attempt. Security should be tighter all around, but do let me know if another problem arises. The new version also includes an alternate texture option for the outfit (see the new screenshot).
  25. Yup, I ported that for the movie. Those are the master robes from K2. Yce wanted Vrook to wear the same robes he wore in his films. That's not really in releasable condition - I don't remember if his cape even animated. I'm working on a proper robe port now, however.