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Luxa Hair Fix


redrob41

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I've already touched on this in another WIP, but I've always wanted to fix the messy uvw map for Luxa's hair. After a lot of gruelling work trying to figure out the best way of arranging all the polys without re-doing the texture, here is the best I've been able to come up with:

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Luxabeforeandafter.jpg~original

I've made the seams flow really well, but the downside is that the pixels get stretched a bit. You'll see that the original has much crisper lines for the hair, but the new one looks a bit blurry in comparison (even though they both use the exact same tga).

 

The other thing I fixed, is that the teeth and right eyelid now reference the correct texture (anyone can do that by changing her line in heads.2da so that her alttexture=N_Lala_XuH). I also tweaked the tongue a bit. You can see all that best in the yawn.

 

 

To make this a full on mod, I also tweaked the body model and texture. I always thought that the original leather was a touch too green, and that her skin lacked detail. To top it off, I used my modified Twin Suns body model, where I brought the waist in a lot (it's the model I use for all the female Zeltrons in RoR).

 

Front and In-Game screenie:

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Luxabodychanges1-front.jpg~original

Back & Side comparisons (the hair on these shots was from an earlier version, that didn't quite work as well):

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Luxabodychanges2-Back.jpg~original

 

So, before I release this as a mod, I'd just like to get a little feedback about her hair. Is it too blurry, or is it less distracting than misaligned seams?

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The other thing I fixed, is that the teeth and right eyelid now reference the correct texture (anyone can do that by changing her line in heads.2da so that her alttexture=N_Lala_XuH).

Can you tell a bit more what this fix does and changes? Can't say I noticed bad teeth like in your yawn pic, but I have never really bothered to really check ingame.

Any other npc's where you notice the heads is lacking something inherrent in the .2da?

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Can you tell a bit more what this fix does and changes? Can't say I noticed bad teeth like in your yawn pic, but I have never really bothered to really check ingame.

 

It's all because Luxa's head model is a legacy from the first Kotor where it was called PFHA01. When Obsidian updated it for TSL, they changed most of the texture references to N_Lala_XuH01, but the teeth and right eyelid weren't changed, so they still use the texture for PFHA01. Since the TSL PFHA01 is different from the Kotor PFHA01, the teeth aren't in the same place on the textures, therefore the uvw map doesn't match, and so you get the diamond pattern. The eyelid ends up as white.

 

The great thing about TSL's heads.2da file, is they added the alttexture column. If the altexture=****, then the textures used will default to whatever texture name is embedded in the mdl file (in Luxa's case, two different textures). By typing in any other texture name into the alttexture column, then that tga will override the embedded one.

Any other npc's where you notice the heads is lacking something inherrent in the .2da?

I can't think of any offhand.

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What's a big shame about the hair is that if the player's using the Luxa head, they'll be looking at the blurry side most of the time. Though, personally, I think the front's too much of an improvement to really let the back bother me. Plus, it's seamless, and that's very nice.

 

I don't know if you want critique on the outfits too, but I really like the improvements. The waist looks a little too pinched to me, though.

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I like that outfit's less green. Actually, is it just me, or did TSL have a lot of green? The UI, a bunch of textures, etc. Anyways, I like this. It's good to see even the minor characters getting improvements... even though you only see them for 20 minutes to an hour.

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I don't understand it, but will give that trick a try, and if works include it in TSLRCM 1.8.3 :)

 

Checked, confirmed and added. Thanks! Nice catch!

You're welcome :D

 

What's a big shame about the hair is that if the player's using the Luxa head, they'll be looking at the blurry side most of the time. Though, personally, I think the front's too much of an improvement to really let the back bother me. Plus, it's seamless, and that's very nice.

Good point. Part of the reason that I'm doing this (finally!) is because I do want to use the head model for a couple of playable characters (one Asian & one Echani). I'll see if I can still play around with the back of the hair a bit.

I don't know if you want critique on the outfits too, but I really like the improvements. The waist looks a little too pinched to me, though.

Fair enough. I usually don't like the exaggerated waists either, but for my playable aliens, I use the standard underwear model for most species, I use the Twin Suns body model for the Twi'leks, and just to make the Zeltrons a tiny bit (almost cartoonishly) sexier, I altered the waist to be narrower. I justify that by claiming that they have alien digestive tracts that take up less space than humans :lol:

 

And constructive criticism is always welcome :thumbsup:

I like that outfit's less green. Actually, is it just me, or did TSL have a lot of green? The UI, a bunch of textures, etc. Anyways, I like this. It's good to see even the minor characters getting improvements... even though you only see them for 20 minutes to an hour.

Thanks :)

That third one, me like!

It's funny how just changing the bottoms makes such a huge difference ;)

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Just noticed the waist :p Looks kind of anorexic, sadly. That was the problem with the dancer outfit. Think you could make one with alternate brief and regular waist?

 

That's easy enough to do, since the textures work with the Twin Suns body model.

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Love the hot pants. Much better looking and more logical than the original (looked like she was heading to the pool). Not a fan of the waist alteration though. Far too narrow and unrealistic. The original was much better. You also seem to have painted out her cleavage definition for some reason? Again, the original looks better in that department.

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You also seem to have painted out her cleavage definition for some reason?

 

I don't like the sweaty, shiny breasts. Did she just finish an 80's jazzercize class? :lol:

 

The real reason is that I chose to use the cleavage from the Twin Suns texture. It works slightly better for the uvw map. Anything other than that is just people's personal tastes, and I can't accommodate everyone.

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