Kexikus

MOD:Full Jedi Council

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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.

 

K1_Vima_Sunrider_Clothes_01_TH.jpg

 

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.

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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.

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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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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.

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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:

 

TSL_Comm_W_F_Colour_Matched_01_TH.jpg

TSL_Comm_W_F_Colour_Matched_02_TH.jpg

 

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

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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:

 

TSL_Comm_W_F_Colour_Matched_01_TH.jpg

TSL_Comm_W_F_Colour_Matched_02_TH.jpg

 

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?

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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.

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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.

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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.

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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.

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Here's a TSL version:

 

TSL_Vima_Sunrider_Clothes_01.jpg

 

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

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Here's a TSL version:

 

TSL_Vima_Sunrider_Clothes_01.jpg

 

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. :nuke:

 

This UVMap is designed to brutally murder innocent people.

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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.

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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.

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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 :D

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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?

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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.

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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.

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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.

 

TSL_Vima_Sunrider_Clothes_Remapped_UVs_T TSL_Vima_Sunrider_Clothes_Remapped_01_TH

 

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.

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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! :D

 

This is definitely gonna be a standard mod for me! (Once I finally start actually playing TSL again, that is :P)

Edited by bead-v
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