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Revan's Flowing Cape and Belt 1.0


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Well done, man! I've been looking forward to this.

 

Question: Does this mod place Revan's robes somewhere in the game? If so, where can you find them? If not, what do you need to type in order to put them in your inventory.

 

Complaint: I would have liked to have seen in the videos how the cape moves when you walk instead of run.

 

Also, does this open the door to future projects? Does this mean that TSL-type Jedi robes complete with capes can now be designed for KOTOR?

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Hi SS,

 

Thanks for persisting with the mod and finally getting it out! :D

 

Two things:

1) I compared this model with the other Revan variants in-game, and it seems a lot darker than the rest. Was the correct shader applied?

2) Is it possible to have another model, but using the pmbj02 texture so players can use a lightside version of Revan (I don't think this can be done by using MdlOps right)?

 

Oh no, I've discovered something else - when Revan flourishes 2 lightsabers (one in each hand) while moving, the animation does not have the flourish sound effect. Is it just me?

 

EDIT:

Gah~ found another one when doing more tests... When flourishing with a double-bladed saber while Revan is walking (NOT *running*) the model freezes a la the Malak model when you do the same with him. No sound too.

 

Haven't tested with all the other weapon types.

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Oh no, I've discovered something else - when Revan flourishes 2 lightsabers (one in each hand) while moving, the animation does not have the flourish sound effect. Is it just me?

 

EDIT:

Gah~ found another one when doing more tests... When flourishing with a double-bladed saber while Revan is walking (NOT *running*) the model freezes a la the Malak model when you do the same with him. No sound too.

 

Haven't tested with all the other weapon types.

 

I will look into these problems. I'm not sure if I missed the double-bladed saber flourish or if Max cannot export it correctly. I recall that the regular flourish required no animation at all, the cape and belt are unanimated, which should mean that they continue their previous animation.

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Just posting this here as well because there seems to be a lot of people asking "will this work with such and such revan cape mod/model?" questions and with certain others spreading misinformation that it wont work I thought I would post so SithSpectre isnt driven mad insisting it does work.

 

I am not a modder and it frankly astounds me that I figured this out and people more experienced me havent clicked onto it.

 

Simply take the models from this and rename/copy them as required to make them work with whatever mod you are wanting.

For Brotherhood of Shadow make 6 copies of each file (mdl and mdx) and rename them as follows:

 

- PMBJL.mdl

- PMBJM.mdl

- PMBJS.mdl

- PFBJL.mdl

- PFBJM.mdl

- PFBJS.mdl

- PMBJL.mdx

- PMBJM.mdx

- PMBJS.mdx

- PFBJL.mdx

- PFBJM.mdx

- PFBJS.mdx

 

For the Masked Star Forge Robes, and Star Forge Robes rename them as follows:

 

- N_StarForgeA.mdl

- N_StarForgeA.mdx

 

Again as the models dont contain the textures they should work just fine. The maskless versions of revans robes work as well, but the hood continues to not be animated.

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There are a few things that I need to bring to attention.

 

The walking animation could be a little different. If you don't know what to look for, it still looks stiff. If possible could the cape and belt be made to flow during the walking animation like in the Dantooine Runes vision?

 

On some of the saber flourishes, the sound does not play.

 

When engaged in dialog conversations in the reply screen, you see a close-up of the torso instead of the head.

 

In the character screen, when your alignment is light side your head starts to dissapear over the top of the alignment screen. I have not tested dark side alignment so I don't know what happens.

 

Not sure if anyone else has noticed. I just thought I'd bring these to the attention of Sithspecter.

 

Other than the issues I've noticed, this mod is great!

 

<snip> Thanks!

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For the Masked Star Forge Robes, and Star Forge Robes rename them as follows:

 

- N_StarForgeA.mdl

- N_StarForgeA.mdx

 

Again as the models dont contain the textures they should work just fine. The maskless versions of revans robes work as well, but the hood continues to not be animated.

 

ok i did this and now it just appears as the black revans robe instead of the white one? is it going to be like this because there is no texture on the models

i always thought the texture was something seperate from the model

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The model appears to be missing the supermodel descriptor, unless it's by design. I replaced it with the original S_Female02 and the issues that lactose_ described seemed to be resolved.

 

There's also a missing head spell hook or something, because the Force Valor VFX doesn't work. The BioWare N_DarthRevan.mdl has the same problem, but the maskless versions don't.

 

I would have tested the second problem a bit more, but I need to leave.

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Simply take the models from this and rename/copy them as required to make them work with whatever mod you are wanting.

For Brotherhood of Shadow make 6 copies of each file (mdl and mdx) and rename them as follows:

 

- PMBJL.mdl

- PMBJM.mdl

- PMBJS.mdl

- PFBJL.mdl

- PFBJM.mdl

- PFBJS.mdl

- PMBJL.mdx

- PMBJM.mdx

- PMBJS.mdx

- PFBJL.mdx

- PFBJM.mdx

- PFBJS.mdx

 

 

Which files do I copy, the one from BOS or this? Great mod, btw!

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The model appears to be missing the supermodel descriptor, unless it's by design. I replaced it with the original S_Female02 and the issues that lactose_ described seemed to be resolved.

 

There's also a missing head spell hook or something, because the Force Valor VFX doesn't work. The BioWare N_DarthRevan.mdl has the same problem, but the maskless versions don't.

 

I would have tested the second problem a bit more, but I need to leave.

 

I thought that had added the supermodel assignment, but I will test out your solution.

 

I will also look into the Force Valor problem.

 

SS

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Does this mod place Revan's robes somewhere in the game? If so, where can you find them? If not, what do you need to type in order to put them in your inventory.

 

It doesn't place them anywhere in the game. You need to use the Cheat console to get the robes. Once the cheats are enabled, just input "giveitem g_a_mstrrobe08", without the quotes.

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ok i did this and now it just appears as the black revans robe instead of the white one? is it going to be like this because there is no texture on the models

i always thought the texture was something seperate from the model

 

 

Your right.

 

How weird.

 

I always thought that the texture (txi and tga files yes?) was seperate from the model and thus the model wouldnt affect it.

 

Strange.

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I thought that had added the supermodel assignment, but I will test out your solution.

I tried this again, and it didn't work. I must have exported it this morning without animations and somehow not noticed. I'm sorry. :(

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Your right.

 

How weird.

 

I always thought that the texture (txi and tga files yes?) was seperate from the model and thus the model wouldnt affect it.

 

Strange.

 

In this case it's already in the mdl/mdx. Because of that, all robes will look like the original one.

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Yeah... the texture is of course named in the model, but not embedded.

 

I only half understood this discussion. If you're trying to replace Grey_Ghost's model with this one and retain the "light-side" texture, then you need to:

A) Use a hex editor (HxD is my favorite lightweight one) on the new N_StarForgeA.mdl and replace "pmbj01" with "N_StarForgeA01".

B) Copy N_StarForgeA01.tga and rename the copy to pmbj01.tga.

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{snip}

A) Use a hex editor (HxD is my favorite lightweight one) on the new N_StarForgeA.mdl and replace "pmbj01" with "N_StarForgeA01".

{snip}

 

When hex editing textures you have to use the same number of characters (in this case 6) in your texture name. Otherwise you'll nerf the model. ie: rename the texture N_StarForgeA01 to something like pmbj99 and replace pmbj01 in the *.mdl

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I was under the impression NWN's model file format contained no internal offsets such as PE files do, letting you safely resize it by inserting X bytes.

 

I have noticed before however, that MDLOps' binary exporter writes a large amount of null bytes after strings; if I'm wrong about the above, you can most likely overwrite them safely. KotOR's importer should terminate the texture string at the first null (0x00) byte found.

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Incredible mod by all accounts but is it just me or is the textures of Revans robe poor? looks like it is lacking lightning/shaders. Is it possible to just get the animations and use other textures for the robe?

 

The camera bug where it focuses on the chest instead of the head in conversations is incredibly annoying. Is there anyway to fix that?

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Incredible mod by all accounts but is it just me or is the textures of Revans robe poor? looks like it is lacking lightning/shaders. Is it possible to just get the animations and use other textures for the robe?

 

The camera bug where it focuses on the chest instead of the head in conversations is incredibly annoying. Is there anyway to fix that?

 

It seems fine to me but it does appear a little darker with me though. Not nearly as dark as Shem's Darth Revan mod though. More like a somewhat darkened version of the Revan's Robes Fixed mod that I believe the BOS:SR uses.

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When i install this mod, Revan's Robes instantly turn black and white and the entire robe is untextured. Everything else seems to work fine though. Any suggestions? This could be a fault on my part, i'd just like to know how to get it to work again.

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