GeorgNihilus Posted August 6, 2014 Share Posted August 6, 2014 Also gonna provide the images of the things I've mentioned. Dxun Droid Starforge Spider Droid One legged droid Small spider droid Head cannon spider droid Tank droid Cleaning droid Torture droid - proposed replacement: Imperial Pacification Droid Mandalorian cache droids Starforge Spider Droids and the TankDroid please!!!! excuse me for my 'naivety' or rather lack of knowledge but ... we here talking exclusively about texturing Kotor/TSL models right? no chances to replace meshes right?? impressive so far ... of course ... keep it up!!! Link to comment Share on other sites More sharing options...
Sithspecter Posted August 7, 2014 Share Posted August 7, 2014 I doubt the tank droid would really be worth it since it only makes one brief appearance in the game. Link to comment Share on other sites More sharing options...
DarthParametric Posted August 7, 2014 Author Share Posted August 7, 2014 we here talking exclusively about texturing Kotor/TSL models right? no chances to replace meshes right??No, we aren't talking about simple retextures. I am doing full model replacements, as per T3-M4 and the protocol droid above, and HK-47/50/51 in the thread mentioned in the first post. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted August 7, 2014 Share Posted August 7, 2014 I doubt the tank droid would really be worth it since it only makes one brief appearance in the game. you do have a point there ... but I'll keep my hopes high Link to comment Share on other sites More sharing options...
LORD SPARTAN Posted August 8, 2014 Share Posted August 8, 2014 Wow, this is awesome. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted August 8, 2014 Share Posted August 8, 2014 No, we aren't talking about simple retextures. I am doing full model replacements, as per T3-M4 and the protocol droid above, and HK-47/50/51 in the thread mentioned in the first post. just checked both and ... how do those weapons fit and move with the HK models? no too serious clipping there DP? fixable? Link to comment Share on other sites More sharing options...
DarthParametric Posted August 8, 2014 Author Share Posted August 8, 2014 HK is using the hands/fingers from the original model, so any clipping of hands is no worse than the original. There is possibly some clipping with the shoulder pads occasionally on the SWTOR torso. There is some clipping during animations with more extreme body contortions, such as the tops of the things clipping the pelvis when kneeling down to arm/disarm mines, but there's not much to be done about that. The original model has all sorts of clipping. Mine is actually an improvement in some instances. For example, the original model has the spine as a TriMesh, so it can't flex (being a bone), and thus pops out of the back of the torso any time there is an animation involving more than a few degrees of bending. My HK on the other hand uses a regular skinned mesh for the spine, so it flexes with the body during any bending. Link to comment Share on other sites More sharing options...
DuckfromPortal Posted August 8, 2014 Share Posted August 8, 2014 is there a way after you're done with all of these, to make it so the t3 remodel would be on a different droid, it just doesn't feel like t3 to me. . . IDK why Link to comment Share on other sites More sharing options...
DarthParametric Posted August 8, 2014 Author Share Posted August 8, 2014 There's only one astromech model by default in both games (well technically there are physically two models, but they look identical to me - T3 is just the supermodel). All the different NPCs are just texture variants specified by appearance.2da. So yes, assuming I don't override the model directly, which I don't intend to do, you could simply revert T3's appearance.2da row to reference the original model. Or just don't use that particular mod. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted August 9, 2014 Share Posted August 9, 2014 HK is using the hands/fingers from the original model, so any clipping of hands is no worse than the original. There is possibly some clipping with the shoulder pads occasionally on the SWTOR torso. There is some clipping during animations with more extreme body contortions, such as the tops of the things clipping the pelvis when kneeling down to arm/disarm mines, but there's not much to be done about that. The original model has all sorts of clipping. Mine is actually an improvement in some instances. For example, the original model has the spine as a TriMesh, so it can't flex (being a bone), and thus pops out of the back of the torso any time there is an animation involving more than a few degrees of bending. My HK on the other hand uses a regular skinned mesh for the spine, so it flexes with the body during any bending. "so it flexes with the body during any bending." oh mamma ... keep good news coming!! Link to comment Share on other sites More sharing options...
DuckfromPortal Posted August 9, 2014 Share Posted August 9, 2014 So there would be no way to make it so your t3 model was t3 but all other utility droids were yours then without a bit of programming, I'm assuming this is for both games. Link to comment Share on other sites More sharing options...
DarthParametric Posted August 9, 2014 Author Share Posted August 9, 2014 There's no "programming" required. It's a simple 2DA edit. Link to comment Share on other sites More sharing options...
DuckfromPortal Posted August 9, 2014 Share Posted August 9, 2014 to make it so that I can make every other droid your model but t3? ok cool, sorry for sounding stupid to you, i can't seem to wrap my head around all this stuff, I've tried to for months now, I'm excited about all of your models though, I love them Link to comment Share on other sites More sharing options...
DarthParametric Posted August 9, 2014 Author Share Posted August 9, 2014 You people are crazy. How could you not want something as awesome as this: Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted August 9, 2014 Share Posted August 9, 2014 You people are crazy. How could you not want something as awesome as this: Ballin'. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 9, 2014 Share Posted August 9, 2014 You people are crazy. How could you not want something as awesome as this: mdlops6 hahaha Link to comment Share on other sites More sharing options...
Sithspecter Posted August 9, 2014 Share Posted August 9, 2014 That is quite awesome. Link to comment Share on other sites More sharing options...
DuckfromPortal Posted August 9, 2014 Share Posted August 9, 2014 oh god, what happened lol Link to comment Share on other sites More sharing options...
Christos K Posted August 9, 2014 Share Posted August 9, 2014 "Killllll me... KILLL ME!!!!" Link to comment Share on other sites More sharing options...
DarthParametric Posted August 10, 2014 Author Share Posted August 10, 2014 mdlops6 hahahaYeah, kind of hit a roadblock with that. Compiling the model by itself with 0.6 causes the game to freeze on load, and using the Replacer function causes all sorts of position offsets, as in the pic. 0.5 causes the game to freeze on load whichever you try. Seems like astromechs, T3 or otherwise, might be a no-go. I'm open to suggestions, but for now I'll move on to testing the protocol droid. Hopefully I'll have more luck with that.... Link to comment Share on other sites More sharing options...
Sithspecter Posted August 10, 2014 Share Posted August 10, 2014 Did you align the new parts with the old parts for the replacer functions? Link to comment Share on other sites More sharing options...
DarthParametric Posted August 10, 2014 Author Share Posted August 10, 2014 Yeah, all the pivots were set to the same as the originals, X-Forms reset, etc. It works fine in Max, as per the video in the first post. When comparing the decompiled original and fresh output, there is something screwy going on. The position values match, but the orientation values are seemingly inverted. It's like it is rotated 180 degrees or something. For example: ORIGINAL node trimesh ArmL parent body position -0.26800000667572 0.368571996688843 0.387457013130188 orientation 0.997358497436921 0.0455855821768896 -0.0581475344042729 0.00420035490656095 NEW node trimesh ArmL parent body position -0.268 0.368572 0.387457 orientation -0.997267 -0.0455814 0.0581422 -0.00420074 Positive values become negative, zero values become 1. Even objects from the original that I left untouched, like dummy objects, are affected: ORIGINAL node dummy ProbeDummy parent ProbeTip position 0.000183152995305136 0.239912003278732 -0.0212179999798536 orientation 0.681410626318478 -0.449199428934533 0.57783497595533 0.111385342935242 NEW node dummy ProbeDummy parent ProbeTip position 0.000183153 0.239912 -0.021218 orientation -0.681413 0.4492 -0.577836 -0.111385 I tried manually editing the position values in ASCII mdl, but to no effect. I assume if it is rotating entire meshes, and not just pivots, then naturally all the vertex co-ords will be in the wrong place. Link to comment Share on other sites More sharing options...
DarthParametric Posted August 11, 2014 Author Share Posted August 11, 2014 Well this is looking like a bust. I can't even get the protocol droid in the game. Both a direct compile and a replace cause a crash on load. Unless someone has a magic solution, I don't see much point in bothering with any other droids if they are all likely to end up the same. If other people want to make an attempt to resolve the issue, I'll upload the models as a modder's resource. In the meantime, I'll focus on getting HK finished off. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 11, 2014 Share Posted August 11, 2014 Well this is looking like a bust. I can't even get the protocol droid in the game. Both a direct compile and a replace cause a crash on load. Unless someone has a magic solution, I don't see much point in bothering with any other droids if they are all likely to end up the same. If other people want to make an attempt to resolve the issue, I'll upload the models as a modder's resource. In the meantime, I'll focus on getting HK finished off. Which version of MDLOps are you using? Link to comment Share on other sites More sharing options...
DarthParametric Posted August 11, 2014 Author Share Posted August 11, 2014 I've tried 0.5 and 0.6, the latter being the only one that gives any sort of success. I managed to get HK into the game, so I'm assuming there is something different with these models. Link to comment Share on other sites More sharing options...
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