DarthParametric 3,795 Posted April 18, 2017 Did some mesh and UV edits of Bastila's clothes with a super quick and dirty texture mockup. If someone wants to do a proper retexture, I think it would work pretty well. So perhaps adding Juhani's hairstyle to a different head? Since this is TSL, PFHB04 might work as a basis. Already has the dangly bits at the front, and a ponytail. Just move the ponytail up a bit, do a bit of minor reshaping, edit the texture. The red-haired commoner head used on Belaya, if it's present in TSL, could serve that purpose well. Yes, it's still in TSL - Comm_W_F. Obsidian even provided an improved texture, Comm_W_F_M (512x512 vs the 256x256 Comm_W_F01 used in K1), although it is a little darker, with the hair brown rather than redish. It would be fairly easy to colour correct though. You could probably also transplant some dangly bits from another model, like the aforementioned PFHB04. 4 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 19, 2017 Looks great! I'm no good at texturing though but if someone were to make this Vima model I'd include it in this mod. The same goes for the Duros head to get some more Alien variety. Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 19, 2017 The same goes for the Duros head to get some more Alien variety. Download JC's Duros heads from this post and put them in your tslpatchdata folder, along with copies of the original versions of heads.2da and appearance.2da. Then use this modified changes.ini: ; =====================================================[v1.0.5b1]==== ; TSLPATCHER - GENERATED MODIFICATIONS FILE (16.04.2017) ; =================================================================== ; This file is automatically generated and as such has no formatting ; to speak of. You can insert blank lines between sections (but NOT ; between keys within a section!) and add comment lines starting ; with semicolon to make it more readable without breaking anything. ; ------------------------------------------------------------------- [Settings] FileExists=1 WindowCaption=Full Jedi Council ConfirmMessage=N/A LogLevel=3 InstallerMode=1 BackupFiles=1 PlaintextLog=0 LookupGameFolder=1 LookupGameNumber=2 SaveProcessedScripts=0 [TLKList] [InstallList] install_folder0=override install_folder1=modules [2DAList] Table0=heads.2da Table1=appearance.2da [GFFList] File0=950cor.git File1=jedi_006.utc [CompileList] [SSFList] ; =================================================================== [heads.2da] AddRow0=Heads_Row_Duros_1 AddRow1=Heads_Row_Duros_2 AddRow2=Heads_Row_Duros_3 AddRow3=Heads_Row_Duros_4 AddRow4=Heads_Row_Duros_5 [Heads_Row_Duros_1] head=JC_DuH01 2DAMEMORY1=RowIndex [Heads_Row_Duros_2] head=JC_DuH02 2DAMEMORY2=RowIndex [Heads_Row_Duros_3] head=JC_DuH03 2DAMEMORY3=RowIndex [Heads_Row_Duros_4] head=JC_DuH04 2DAMEMORY4=RowIndex [Heads_Row_Duros_5] head=JC_DuH05 2DAMEMORY5=RowIndex [appearance.2da] AddRow0=Appearance_Row_Council_Alien_Duros_01 AddRow1=Appearance_Row_Council_Alien_Duros_02 AddRow2=Appearance_Row_Council_Alien_Duros_03 AddRow3=Appearance_Row_Council_Alien_Duros_04 AddRow4=Appearance_Row_Council_Alien_Duros_05 [Appearance_Row_Council_Alien_Duros_01] label=Council_Alien_Duros_01 race=N_CommM walkdist=1.813 rundist=3.66 driveanimwalk=1.813 driveanimrun_pc=3.66 driveanimrun_xbox=3.96 modeltype=B normalhead=2DAMEMORY1 modela=N_CommM texa=N_CommM modelb=N_CommM texb=N_CommM modelc=PMBCM texc=PMBC modeld=PMBDM texd=PMBD modele=PMBEM texe=PMBE modelf=PMBFM texf=PMBF modelg=PMBGM texg=PMBG modelh=PMBHM texh=PMBH modeli=PMBIM texi=PMBI modelk=PMBKM texk=PMBK modelm=PMBMM texm=PMBM modeln=PMBNM texn=PFBN envmap=DEFAULT bloodcolr=R wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=0 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=3 2DAMEMORY6=RowIndex [Appearance_Row_Council_Alien_Duros_02] label=Council_Alien_Duros_02 race=N_CommM walkdist=1.813 rundist=3.66 driveanimwalk=1.813 driveanimrun_pc=3.66 driveanimrun_xbox=3.96 modeltype=B normalhead=2DAMEMORY2 modela=N_CommM texa=N_CommM modelb=N_CommM texb=N_CommM modelc=PMBCM texc=PMBC modeld=PMBDM texd=PMBD modele=PMBEM texe=PMBE modelf=PMBFM texf=PMBF modelg=PMBGM texg=PMBG modelh=PMBHM texh=PMBH modeli=PMBIM texi=PMBI modelk=PMBKM texk=PMBK modelm=PMBMM texm=PMBM modeln=PMBNM texn=PFBN envmap=DEFAULT bloodcolr=R wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=0 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=3 2DAMEMORY7=RowIndex [Appearance_Row_Council_Alien_Duros_03] label=Council_Alien_Duros_03 race=N_CommM walkdist=1.813 rundist=3.66 driveanimwalk=1.813 driveanimrun_pc=3.66 driveanimrun_xbox=3.96 modeltype=B normalhead=2DAMEMORY3 modela=N_CommM texa=N_CommM modelb=N_CommM texb=N_CommM modelc=PMBCM texc=PMBC modeld=PMBDM texd=PMBD modele=PMBEM texe=PMBE modelf=PMBFM texf=PMBF modelg=PMBGM texg=PMBG modelh=PMBHM texh=PMBH modeli=PMBIM texi=PMBI modelk=PMBKM texk=PMBK modelm=PMBMM texm=PMBM modeln=PMBNM texn=PFBN envmap=DEFAULT bloodcolr=R wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=0 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=3 2DAMEMORY8=RowIndex [Appearance_Row_Council_Alien_Duros_04] label=Council_Alien_Duros_04 race=N_CommM walkdist=1.813 rundist=3.66 driveanimwalk=1.813 driveanimrun_pc=3.66 driveanimrun_xbox=3.96 modeltype=B normalhead=2DAMEMORY4 modela=N_CommM texa=N_CommM modelb=N_CommM texb=N_CommM modelc=PMBCM texc=PMBC modeld=PMBDM texd=PMBD modele=PMBEM texe=PMBE modelf=PMBFM texf=PMBF modelg=PMBGM texg=PMBG modelh=PMBHM texh=PMBH modeli=PMBIM texi=PMBI modelk=PMBKM texk=PMBK modelm=PMBMM texm=PMBM modeln=PMBNM texn=PFBN envmap=DEFAULT bloodcolr=R wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=0 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=3 2DAMEMORY9=RowIndex [Appearance_Row_Council_Alien_Duros_05] label=Council_Alien_Duros_05 race=N_CommM walkdist=1.813 rundist=3.66 driveanimwalk=1.813 driveanimrun_pc=3.66 driveanimrun_xbox=3.96 modeltype=B normalhead=2DAMEMORY5 modela=N_CommM texa=N_CommM modelb=N_CommM texb=N_CommM modelc=PMBCM texc=PMBC modeld=PMBDM texd=PMBD modele=PMBEM texe=PMBE modelf=PMBFM texf=PMBF modelg=PMBGM texg=PMBG modelh=PMBHM texh=PMBH modeli=PMBIM texi=PMBI modelk=PMBKM texk=PMBK modelm=PMBMM texm=PMBM modeln=PMBNM texn=PFBN envmap=DEFAULT bloodcolr=R wing_tail_scale=1 moverate=NORM driveaccl=50 drivemaxspeed=5.4 hitradius=0.25 perspace=0.35 creperspace=0.4 height=1 targetheight=l abortonparry=0 racialtype=20 haslegs=1 hasarms=1 footstepvolume=1 sizecategory=3 perceptiondist=9 footsteptype=0 soundapptype=0 headtrack=0 head_arc_h=30 head_arc_v=15 hitdist=1 prefatckdist=1.4 groundtilt=0 body_bag=3 2DAMEMORY10=RowIndex [950cor.git] AddField0=gff_950cor_Creature List_5_0 AddField1=gff_950cor_Creature List_6_0 AddField2=gff_950cor_Creature List_7_0 AddField3=gff_950cor_Creature List_8_0 AddField4=gff_950cor_Creature List_9_0 AddField5=gff_950cor_Creature List_10_0 AddField6=gff_950cor_Creature List_11_0 !Destination=modules\950cor.mod [gff_950cor_Creature List_5_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_0 AddField1=gff_950cor_YPosition_0 AddField2=gff_950cor_ZPosition_0 AddField3=gff_950cor_XOrientation_0 AddField4=gff_950cor_YOrientation_0 AddField5=gff_950cor_TemplateResRef_0 [gff_950cor_XPosition_0] FieldType=Float Label=XPosition Value=-7,85470485687256 [gff_950cor_YPosition_0] FieldType=Float Label=YPosition Value=2,89556169509888 [gff_950cor_ZPosition_0] FieldType=Float Label=ZPosition Value=12,8579044342041 [gff_950cor_XOrientation_0] FieldType=Float Label=XOrientation Value=0,939692974090576 [gff_950cor_YOrientation_0] FieldType=Float Label=YOrientation Value=-0,342020004987717 [gff_950cor_TemplateResRef_0] FieldType=ResRef Label=TemplateResRef Value=jedi_vandar [gff_950cor_Creature List_6_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_1 AddField1=gff_950cor_YPosition_1 AddField2=gff_950cor_ZPosition_1 AddField3=gff_950cor_XOrientation_1 AddField4=gff_950cor_YOrientation_1 AddField5=gff_950cor_TemplateResRef_1 [gff_950cor_XPosition_1] FieldType=Float Label=XPosition Value=8,28353023529053 [gff_950cor_YPosition_1] FieldType=Float Label=YPosition Value=-1,16331994533539 [gff_950cor_ZPosition_1] FieldType=Float Label=ZPosition Value=12,3579044342041 [gff_950cor_XOrientation_1] FieldType=Float Label=XOrientation Value=-0,98742002248764 [gff_950cor_YOrientation_1] FieldType=Float Label=YOrientation Value=0,158140003681183 [gff_950cor_TemplateResRef_1] FieldType=ResRef Label=TemplateResRef Value=jedi_005 [gff_950cor_Creature List_7_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_2 AddField1=gff_950cor_YPosition_2 AddField2=gff_950cor_ZPosition_2 AddField3=gff_950cor_XOrientation_2 AddField4=gff_950cor_YOrientation_2 AddField5=gff_950cor_TemplateResRef_2 [gff_950cor_XPosition_2] FieldType=Float Label=XPosition Value=6,82215976715088 [gff_950cor_YPosition_2] FieldType=Float Label=YPosition Value=-4,84890985488892 [gff_950cor_ZPosition_2] FieldType=Float Label=ZPosition Value=12,3579053878784 [gff_950cor_XOrientation_2] FieldType=Float Label=XOrientation Value=-0,864449977874756 [gff_950cor_YOrientation_2] FieldType=Float Label=YOrientation Value=0,502730011940002 [gff_950cor_TemplateResRef_2] FieldType=ResRef Label=TemplateResRef Value=jedi_006 [gff_950cor_Creature List_8_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_3 AddField1=gff_950cor_YPosition_3 AddField2=gff_950cor_ZPosition_3 AddField3=gff_950cor_XOrientation_3 AddField4=gff_950cor_YOrientation_3 AddField5=gff_950cor_TemplateResRef_3 [gff_950cor_XPosition_3] FieldType=Float Label=XPosition Value=3,79206991195679 [gff_950cor_YPosition_3] FieldType=Float Label=YPosition Value=-7,27102994918823 [gff_950cor_ZPosition_3] FieldType=Float Label=ZPosition Value=12,3579053878784 [gff_950cor_XOrientation_3] FieldType=Float Label=XOrientation Value=-0,465169996023178 [gff_950cor_YOrientation_3] FieldType=Float Label=YOrientation Value=0,885219991207123 [gff_950cor_TemplateResRef_3] FieldType=ResRef Label=TemplateResRef Value=jedi_004 [gff_950cor_Creature List_9_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_4 AddField1=gff_950cor_YPosition_4 AddField2=gff_950cor_ZPosition_4 AddField3=gff_950cor_XOrientation_4 AddField4=gff_950cor_YOrientation_4 AddField5=gff_950cor_TemplateResRef_4 [gff_950cor_XPosition_4] FieldType=Float Label=XPosition Value=-3,84876990318298 [gff_950cor_YPosition_4] FieldType=Float Label=YPosition Value=-7,21784019470215 [gff_950cor_ZPosition_4] FieldType=Float Label=ZPosition Value=12,3579044342041 [gff_950cor_XOrientation_4] FieldType=Float Label=XOrientation Value=0,471480011940002 [gff_950cor_YOrientation_4] FieldType=Float Label=YOrientation Value=0,881879985332489 [gff_950cor_TemplateResRef_4] FieldType=ResRef Label=TemplateResRef Value=jedi_003 [gff_950cor_Creature List_10_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_5 AddField1=gff_950cor_YPosition_5 AddField2=gff_950cor_ZPosition_5 AddField3=gff_950cor_XOrientation_5 AddField4=gff_950cor_YOrientation_5 AddField5=gff_950cor_TemplateResRef_5 [gff_950cor_XPosition_5] FieldType=Float Label=XPosition Value=-6,74599981307983 [gff_950cor_YPosition_5] FieldType=Float Label=YPosition Value=-4,78905010223389 [gff_950cor_ZPosition_5] FieldType=Float Label=ZPosition Value=12,3579044342041 [gff_950cor_XOrientation_5] FieldType=Float Label=XOrientation Value=0,808889985084534 [gff_950cor_YOrientation_5] FieldType=Float Label=YOrientation Value=0,587960004806519 [gff_950cor_TemplateResRef_5] FieldType=ResRef Label=TemplateResRef Value=jedi_002 [gff_950cor_Creature List_11_0] FieldType=Struct Path=Creature List Label= TypeId=4 AddField0=gff_950cor_XPosition_6 AddField1=gff_950cor_YPosition_6 AddField2=gff_950cor_ZPosition_6 AddField3=gff_950cor_XOrientation_6 AddField4=gff_950cor_YOrientation_6 AddField5=gff_950cor_TemplateResRef_6 [gff_950cor_XPosition_6] FieldType=Float Label=XPosition Value=-8,13716983795166 [gff_950cor_YPosition_6] FieldType=Float Label=YPosition Value=-1,08801996707916 [gff_950cor_ZPosition_6] FieldType=Float Label=ZPosition Value=12,3579044342041 [gff_950cor_XOrientation_6] FieldType=Float Label=XOrientation Value=0,993640005588531 [gff_950cor_YOrientation_6] FieldType=Float Label=YOrientation Value=0,112590000033379 [gff_950cor_TemplateResRef_6] FieldType=ResRef Label=TemplateResRef Value=jedi_001 [install_folder0] File0=jedi_001.utc File1=jedi_002.utc File2=jedi_003.utc File3=jedi_004.utc File4=jedi_005.utc File5=jedi_vandar.utc File6=k_spwn_sit.ncs File7=n_yoda.mdl File8=n_yoda.mdx File9=s_yoda01.mdl File10=s_yoda01.mdx File11=JC_DuH01.mdl File12=JC_DuH01.mdx File13=JC_DuH02.mdl File14=JC_DuH02.mdx File15=JC_DuH03.mdl File16=JC_DuH03.mdx File17=JC_DuH04.mdl File18=JC_DuH04.mdx File19=JC_DuH05.mdl File20=JC_DuH05.mdx [install_folder1] File0=950COR.mod [jedi_006.utc] !ReplaceFile=1 !Destination=Override Appearance_Type=2DAMEMORY6 I set it to edit jedi_006 and swap it to Duros head 1, but you can change that as you see fit by editing the filename of whichever UTC you prefer, and choose between memory tokens 6 to 10 for whichever of the 5 Duros heads you prefer. 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Kexikus 995 Posted April 19, 2017 Oh, I know how to install them. I just hadn't seen JCs edit with the included Duros head. Thanks for the heads up. Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 19, 2017 Looks great! I'm no good at texturing though but if someone were to make this Vima model I'd include it in this mod. The same goes for the Duros head to get some more Alien variety. For me, Vima's clothes model already looks good. Head is a different case though, as it currently does not exist and I, as a person whose skill level at modeling has a minus at the beginning, cannot do nothing with it. Some Duros would be great! JC or Kexikus, would you provide a screenshot of them? MediaFire is blocked by my stubborn antivirus which does not really allow me to ommit its judgement, I also have some bad memories with getting adware from that site. For future, I'd recommend MEGA. It's far safer. Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 20, 2017 Head is a different case though, as it currently does not exist and I, as a person whose skill level at modeling has a minus at the beginning, cannot do nothing with it. As I mentioned above, in reply to your previous post, the Comm_W_F head, AKA Balaya, is still in TSL and with an improved texture. Here it is colour matched to the K1 version: The eyelashes of the original shared the same UV space as the hair tie, so I broke those out in order to allow for a coloured hair tie instead of black. I also repositioned the UVs for the rest of the eyelids while I was at it, to better match the skin tone (the originals were split with one using hair texture, the other face texture). Here's the edited head and texture, if you want to use them Kexikus: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Edited_TSL_Comm_W_F_Vima_Sunrider.7z Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 20, 2017 As I mentioned above, in reply to your previous post, the Comm_W_F head, AKA Balaya, is still in TSL and with an improved texture. Here it is colour matched to the K1 version: The eyelashes of the original shared the same UV space as the hair tie, so I broke those out in order to allow for a coloured hair tie instead of black. I also repositioned the UVs for the rest of the eyelids while I was at it, to better match the skin tone (the originals were split with one using hair texture, the other face texture). Here's the edited head and texture, if you want to use them Kexikus: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Edited_TSL_Comm_W_F_Vima_Sunrider.7z Great! Would it be possible to change the eye color to blue, as it is the canonical one for Vima? I'm also wondering how would it look with dangly bits and a bun from PFBH04. And, could you upload a link to Vima's clothes you made? Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 20, 2017 Here's a blue eye variant of the texture - http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Edited_Comm_W_F_Vima_Sunrider_Blue_Eyes.7zI did experiment a bit with the dangly bits from PFBH04 last night. It didn't look too flash to be honest.I'll compile a standalone TSL version of the outfit when I get a chance. For the screenshots above, I just did a very quick override test in K1. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 20, 2017 Here's a blue eye variant of the texture - http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Edited_Comm_W_F_Vima_Sunrider_Blue_Eyes.7z I did experiment a bit with the dangly bits from PFBH04 last night. It didn't look too flash to be honest. I'll compile a standalone TSL version of the outfit when I get a chance. For the screenshots above, I just did a very quick override test in K1. If you could just send me the TSL model and the texture, that'd be awesome. I can then do the 2da editing myself for version 2.0 of this mod. Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 20, 2017 I guess this mod is going to be awesome! May I recommend giving some of the Council members, perhaps one of the humans and the Devaronian, a hologram look? I'd also recommend giving human Jedi Masters except for Vima a normal Jedi Master robe instead of the K1 Council type. And maybe give some of the aliens a comment about the situation and show close-ups of all of the members at the beginning? You could also edit the holographic presentations of the Jedi that they will show also Vandar and Vima with "Location unknown" for both of them and giving Vandar a note "Katarr: Deceased" when Vrook tells you about the rest of the Dantooine Council being dead. This would be completely awesome, but these were just some ponders that wouldn't change my opinion of this mod being awesome anyway. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 20, 2017 I won't edit the cutscene. These added Jedi masters have no importance for the rest of the game and showing them would only imply otherwise. The same goes for the notes on those other Jedi masters as the list was also downloaded from Atris' archives and she would know whether they live or not. Maybe I'll add a note that they're in fact dead to prevent any confusion about whether or not they are important. About the robes: I was going to give them all K1 robes in different colors for version 2 maybe with an alternate installation option that uses TSL style robes instead. And about the holograms: I've been thinking about that too. I'm just not sure how that will look with TSLRCM's holographic overlay on the entire scene. I'll give it a shot though. Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 20, 2017 Here's a TSL version: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes.7z And if anyone wants to do a proper texture for it, here are some additional assets that might help: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes_Texture_Assets.7z Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 20, 2017 Here's a TSL version: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes.7z And if anyone wants to do a proper texture for it, here are some additional assets that might help: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Vima_Sunrider_Clothes_Texture_Assets.7z Looking at this texture, it seems like I'm not the one destined to retexture it. This UVMap is designed to brutally murder innocent people. Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 20, 2017 Lol yeah, that's Bioware's UV mapping for you. Seriously their early 3D stuff must rank amongst the worst in the industry. There's not much you can do with it if you want to stick with the Replacer (i.e. hex editing) approach. 1 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 20, 2017 I have both Vima and the Duros Jedi ingame. Now I just need a proper texture for Vima's clothing and also figure out how I can give the Jedi K1 style robes without screwing up their later appearance. 2 Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted April 20, 2017 You'd probably be best off just giving them custom appearance.2da rows. 1 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 23, 2017 That UVW map really is straight from hell... I've been trying to use Bastila's texture as a basis for a new one but even trying to remove small leather parts without creating ugly seams is pretty much impossible.Not sure if I'll be able to give Vima a proper texture like that. Any tricks on how to handle UVW mapping like this? Edit: I've been working some more on her texture and I have the upper body pretty much done except for the hands. There are some UVW issues but nothing that will be visible in this mod. The legs are really hard though. Updated Posted 24APR2017, 01:42 AM [Alaska Standard Time]Turns out that Photoshop has a 3d painting feature where I can paint directly on to a 3d model. I used that and now all the seams are gone. Hooray 2 Quote Share this post Link to post Share on other sites
Domino5555 119 Posted April 24, 2017 So what are the results, so far? Quote Share this post Link to post Share on other sites
N-DReW25 1,341 Posted April 26, 2017 You could have a Duros wear robes if you use my heads resource. Also, point of fact, Tyvokka did wear Jedi robes. But surely it's a personal choice. I'd take less issue with a Wookiee choosing not to wear robes than I do with Thon's robe (previously never seen) being wearable by a human of average size. By any chance, can you make that alien head modding resource pack for K1? 1 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 26, 2017 So what are the results, so far? Vima is done, I was able to recreate robes that look pretty close like the K1 robes (without porting of course). They are not perfect but good enough for a short scene like this. All that's left now is to make the installer with the options to choose between K1 and TSL robes. 2 Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 26, 2017 Great! I can't wait to see it! Quote Share this post Link to post Share on other sites
Kexikus 995 Posted May 1, 2017 Version 2.0 is now uploaded. Here's what you can expect: - Replaced generic human Jedi with Vima Sunrider and a Duros- Vima sunrider has a custom robe (thanks to DarthParametric)- Choose between K1 and TSL style robes for all Council members (except for those with unique robes)- The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk Make sure you remove version 1.0 before installing the new one or you'll get Council member clones. 2 Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted May 1, 2017 Somewhat bad timing on my part, but after much wailing and gnashing of teeth I finally managed to get my remapped version to compile without looking like a Cthulhuian horror, if you are interested in another retexture with a sane UV layout. There are two versions. At one point I was playing around with keeping the original hands to see if that fixed some of the problems. It didn't, but seeing as my hand UVs admittedly suck, I figured I might as well keep the old hands as an option. http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Vima_Sunrider_Clothes_Remapped.7z I didn't do it for this version, seeing as you won't notice in a seated NPC, but I figured for a player-wearable mod the backflaps should probably be changed to dangly meshes. They are a bit static as-is. Quote Share this post Link to post Share on other sites
bead-v 251 Posted May 1, 2017 (edited) Version 2.0 is now uploaded. Wow, this looks amazing! A pat on the back and thanks to everyone who contributed to the mod, but especially to Kexikus, great job man! This is definitely gonna be a standard mod for me! (Once I finally start actually playing TSL again, that is ) Edited May 1, 2017 by bead-v 1 Quote Share this post Link to post Share on other sites