JCarter426

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Everything posted by JCarter426

  1. File Name: JC's Minor Fixes for K2 File Submitter: JCarter426 File Submitted: 06 Feb 2016 File Category: Mods TSLRCM Compatible: Yes This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions. Contents as of v1.2: ASTEROIDS Replaced some background asteroid textures using high resolution renders of other asteroids from the game. - EBO_Astr.tga - PER_As02.tga ATRIS Added missing shader for Atris' head. - P_AtrisH01.tga - P_AtrisH01.txi BASTILA Added missing shader for Bastila's clothes. Although I don't think that solves the entire problem with them. - P_BastilaBB01.tga - P_BastilaBB01.txi BATTLE OF TELOS TURBOLASERS Turbolaser palette for the battle of Telos swapped to match their colors elsewhere in the game. Citadel Station and Republic fighters will now fire green; the Ravager and Sith fighters will now fire red. The loadscreen for 221TEL has been corrected in the same manner. - load_221TEL.tga - tel_blst1.tga - tel_blst2.tga CITADEL STATION SKYBOX Citadel Station skybox completely redone, based on high resolution renders of the Citadel models with 3ds Max. New texture resolution is 4096x4096. - TEL_BDrp.tga COMMONER CLOTHING Fixed some issues with the fourth male commoner clothing variant. - n_commm04.tga DILLAN Dillan's head edited to make her hair less horrible looking. - n_tatcoma_f.tga EBON HAWK TEXTURES All Ebon Hawk textures replaced with the highest resolution texture I could find in the game assets. By Ebon Hawk textures I mean the ship's exterior. - DXN_EBOHWK.tga - KOR_EHOK.tga - NAR_EBOHWK.tga - PER_EH1.tga FIGHTER TEXTURES Republic and Sith fighter textures replaced with the highest resolution textures I could find in the game assets. - tel_sftr.tga - tel_rftr.tga GRASS TEXTURES Alpha channels for some grass textures improved. Shouldn't have any missing bits anymore. I haven't done them all yet, though. - DXn_grassfx.tga - DXN_jungfx.tga KHOONDA MILITIA ARMOR Reskinned the female Khoonda armor texture to remove the awkward painted-on breasts and strangely symmetrical dents. - PFBE10.tga KIOSK 2 MODEL Removed parts of the PLC_Kiosk2 model. There were some random metal things just hovering in the air, and I always thought the droid head looked a bit anachronistic. I mean, more like the droids of the film era than the ones in the game. It still has some terrible texture issues, but I didn't feel prepared to tackle them. - plc_kiosk2.mdl - plc_kiosk2.mdx - JC_Invisib.tga KREIA Added a fix for the Kreia models. I know there are others, but I decided to do my own. Not compatible with the others, obviously. So just don't install the P_Kreia**** files if you don't want that. - P_Kreia1hBB.mdl - P_Kreia1hBB.mdx - P_KreiaEvil0hBB.mdl - P_KreiaEvil0hBB.mdx - P_KreiaStunt.mdl - P_KreiaStunt.mdx LIGHTSABER PART ICONS Swapped the icons for two of the lightsaber components. They were clearly misplaced. - lspart01.uti - lspart02.uti LUXA Fixed a problem with Luxa's teeth and tongue. For some bizarre reason they used a different texture than the rest of her head. The UVW mapping did not match this texture, causing errors on that part of the model. I hex edited the model and reset everything to use the same texture. - JCLuxa.tga - n_lala_xuh.mdl - n_lala_xuh.mdx MANDALORIAN FLAGS Replaced the Rakatan imagery on the flags around the Mandalorian camp with the Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updated to reflect this. - load_403DXN.tga - PLC_RakatFlg.tga - PLC_RakatFlg2.tga - PLC_RakatFlg3.tga MIRA Some small adjustments to Mira's clothing. Green where there shouldn't be green, mostly, now removed. Not compatible with any other mods that alter Mira's clothing, of course. - P_MiraA.tga ONDERON BLOCKADE Fixed several texture errors concerning the Onderonian ships. Also redid the blockaded ships in the distance using high resolution renders of the ship models. - mg_cs.tga - mg_ms1.tga - mg_ms2.tga - mg_ms3.tga - MG_OFtr.tga - mg_sbk.tga PAZAAK CARDS Swapped the colors on the pazaak card placeable and item around so nobody's cheating anymore. - JCw_Pazaak.tga - PLC_Pazaak.tga - w_BlstrPstl_014.mdl - w_BlstrPstl_014.mdx RAVAGER Ravager texture redone, based on a snapshot from one of the prerendered Bink videos. By Ravager texture I mean the ship's exterior, which appears during the Battle of Telos. - TEL_Rav.tga TELOS SHUTTLE TEXTURE Replaced the texture of the shuttle in the Telos swoop track with the usual one. The original was low quality and had an orange stripe, bleh. - TEL_SShtl.tga TELOS SHUTTLE MOVIE Fixed an animation error in the Telos shuttle departure video. Duros in the background would just walk in place once he got to the door previously. I've only applied the fix to the the HD version (1600x680) that came with the High Quality Movie Patch. - TELMov03.bik VASH Vash's head edited to make her hair less horrible looking. - N_jedmast2h.tga VIS FILES VIS for 301NAR edited so the swoop platform doesn't disappear as you are entering or exiting the alley adjacent to the landing pad, and so the crates on the landing pad and the landing pad rails are always visible from the swoop garage. 804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78 installed. - 301nar.vis - 804dro.vis MISCELLANEOUS RESOLUTION FIXES Replaced these with higher resolution textures found elsewhere in the game files. - TEL_wl06.tga MISCELLANEOUS SHADER FIXES Added missing shaders for these textures. - DAN_Wn02.tga - DAN_Wn02.txi - MAL_wn01.tga - MAL_wn01.txi - ond_eng1.tga - ond_eng1.txi - PLC_Hyper.tga - PLC_Hyper.txi INVISIBLE TEXTURES These are invisible textures that I use for when I hex edit a model to remove some part of it. Editing through hex editing does not allow for files names with a different number of characters, hence the multiple files, but it ensures nothing else about the model is changed. Since these are all JC_ files it's safe to install them, and I would suggest you install them even if you don't see them listed as files you need, just to be safe. They are identical to files from my other mods, so you needn't worry about compatibility with those. - JC_Inv.tga - JC_Inv.txi - JC_Inv1.tga - JC_Inv1.txi - JC_Inv01.tga - JC_Inv01.txi - JC_Inv001.tga - JC_Inv001.txi - JC_Invisib.tga - JC_Invisib.txi Click here to download this file
  2. I figured it had to be that, but I couldn't figure out how you had gotten it to be so accurate. You're scary sometimes. And I'm seconding the request for the smoothing groups. I've been fiddling around with it some more and while everything does seem to be doable, the way many the models are set up would require a lot of editing just to retain the smoothing as is. A lot of them have the forearms on a separate mesh, and in my experience editing the arms is one of the trickiest parts. Simply running it through MDLOps loses the smoothing because of that. In contrast, a lot of them have the feet on the torso mesh and splitting them is required to keep everything as is.
  3. Great video. You had some fantastic ideas for Malachor. I get why you gave up though... getting just that much fully executed in the game must've taken ages. Looking forward to seeing more.
  4. 3ds Max only displays three decimal points for me... I don't know if that's just a setting that could be changed, or if it's a limit of the version I use. (3ds Max 8... no, not 2008. 8.) I usually use the snap toggle to have vertices overlap exactly, but even so, giving it a range three decimals or less would be safer. 0.01 sounds too broad to me, though. That's one centimeter, so accidental overlaps could happen. I'd say something between 0.001 and 0.005 should do it.
  5. For the model I was working on, with the shadow issues, I did have the shoes detached from the torso: ...and I haven't noticed any problems. I did just notice the same problem with the upper arms on mine, though. Also, out of curiosity, what model(s) are you using for Mira there?
  6. Ah, that's great! Thanks for the update.
  7. Yeah, I noticed the shadows were coming from the bones. I was wondering about that. Like I said, though, I was still getting shadows with 0.6. And I've done it before without ever losing shadows. So I don't think it's a result of my messing... or not exclusively my messing, at any rate. I hadn't touched the bones when I tried running it through Taina's Replacer, so I could try that later. Might not have access to the files for the rest of the night though.
  8. Hadn't done the retexture yet... but the original model was PFBAM (in K2). The texture mapping is more or less the same, just the feet and the neck different.
  9. All right... it's still a WIP though, so don't judge. https://www.dropbox.com/s/nmd8lzq2hruh6w1/JC_HandA-ascii.mdl?dl=0
  10. Nope, neither of those worked. And I just tested again to be sure... converting with MDLOps 0.6 does produce shadows without editing the ASCII at all.
  11. Sure: node skin Torso parent JC_HandA position 0.0 0.0 1.11 orientation 1.0 0.0 0.0 0.0 wirecolor 1.0 1.0 1.0 alpha 1.0 ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 specular 0.0 0.0 0.0 shininess 0.0 bitmap JC_HandA verts 564
  12. That's great work, guys. I can't understate the amount of mod ideas I've given up on because of smoothing issues, or the amount of time I spent looking through models in a hex editor to see if I could figure out the issue, to no avail. So this is a real boon to the community. However... yes, of course there's a however... However, I have a bug to report. I just edited a body model, and while the smoothing was retained very nicely, I noticed that the model's shadow is now gone, as you can see below. There's the head's shadow, but the body's shadow is nowhere to be seen. Converting the model with version 0.6 does not result in this problem, but of course I lose the smoothing that way. I've yet to determine if I can get around this using Taina's Replacer, but even so it would be nice to have it all in one package. (EDIT: Taina's Replacer did NOT work. Same problem.) Since 0.6 didn't lose the shadow, I'm hoping it's just something missing from 0.7 that can be added back in.
  13. Yes, it is. Did I not mention that? Bah. I'll mention it in the next one.