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Old 09-01-2006, 03:07 AM   #41
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*drool*

Btw. Whould it be possible to add some Sith eyes DK?

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Old 09-01-2006, 06:23 AM   #42
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Maybe as alternate skin, but i honestly despise sith eyes on malak. It looks like his eyeballs will pop out in a second.

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Old 09-02-2006, 03:40 PM   #43
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First of things that will be included in Booster Pack for Malak PC - updated head textures, old above, new below (I knew something was off about tatoos in first version).



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Old 09-02-2006, 06:19 PM   #44
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Sith eyes really don't look that great. Malak looks like a moron.

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Old 09-02-2006, 06:27 PM   #45
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Not allways. I currently have a mod that adds more menace to his regular orange eyes, and doesnt change them into sith ones at all.

http://www.pcgamemods.com/mod/17562.html

You will clearly see it during destruction of Taris cutscene

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Old 09-03-2006, 04:36 AM   #46
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Heh, no offence. But I like the old tattoos alot more.. :/

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Old 09-03-2006, 07:45 AM   #47
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Well these are far more accurate compared to actual Malak (look on swk banner on top of page).

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Old 09-03-2006, 07:46 AM   #48
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That is a real improvement I feel. Your modding has really seemed to take a leap since I've been away . I'm glad to see that it's only my modding skills that have diminished.

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Old 09-03-2006, 03:28 PM   #49
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so is it possible o have this head for TSL
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Old 09-03-2006, 03:53 PM   #50
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Maybe if placing texture on Bald black head with facial hair, but width of the nose would probably made it odd.

Additionally I can tell you what is planned to be included in the booster pack:

- New head textures
- Mandalorian Wars and Jedi Civil War garments.
- few other items (usual, implant belt and maybe saber with new model)

As for garments, Ill give you info I got from Kha.

Quote:
I don`t know if I`ll have enough free time to help you... I've got myself into too much stuff already! O.o

I haven`t seen Malak`s mesh, but I think it is easier to remove the head, scale the body down though will give much more work because the bones can not be scaled, the mesh will have to be merged with another base with less taller bones, propably the male PC clothes or underwear.

Making the pockets from Carth`s Jacket flat is easy, actually there is a tutorial by Svösh that teachs exactly that. But me being a obsessed Carthoholic I wouldn't like to see Carth's jacket in Malak, so I'm not going there. I don't mind you using the pants and boots meshes of that model, as long as you change the texture.
Ill be flattening these pockets myself, but its up to Kha, when and if the mandalorian wars garments will be done.


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Old 09-04-2006, 09:14 AM   #51
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Cool, so any idea when the Booster Pack will be released? ..You could ofcourse release the head update and the item pack ..And later when Kha is finished you could release the robes

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Old 09-13-2006, 11:22 AM   #52
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Long time no post eh? Blame school folks.

Anyway, with some free time i've managed to put *very* early version of Sith Lord's Garments for Malak Booster Pack (referred to as MBP from now on). This one will replace Darth Revan's robes you construct you-know-where. The model will only be usable with Malak PC unless you fiddle around the appearance on your own. Without further rambling, screen of alpha version:



As you see the model isn't yet altered and texture transition isn't smooth. But hence its called alpha version. Oh yea one other thing - there will be alternate texture for Star Forge variant of course.

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Old 09-14-2006, 04:05 PM   #53
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Another update to the outfit, already using modified (tough some things still will be added) model (credit to Kha for original one and big kudos to Darth DeadMan for editing) practically fully retextured and envmapped in some places.



More to come.

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Old 12-26-2006, 05:18 AM   #54
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Any updates?

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Old 12-26-2006, 10:31 AM   #55
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I've been looking forward to this one too!

If the final version is not ready yet, how about an interim version with the properly aligned tattoos?
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Old 12-26-2006, 11:01 AM   #56
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Well...I planned on releasing that before Christmas, but I didn't have time to transfer files to new computer yet. But I supose the head update will be released in January.

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Old 06-27-2007, 06:34 PM   #57
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After six months of stagnation I'm gonna pick up and finish some of these projects, namely clone armors - that one will be remade for K1 and continued for K2, and Malak's head v2.

Here are some updated screens:





Robes are exclusively used for this PC, other characters will have regular ones. Unfortunately I decided to scrap the Sith Lord garments, the proportions were too off and only heavy remodel would do it justice, which isn't possible with KotOR body modeling.

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Old 06-28-2007, 06:52 AM   #58
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Awsome DK! Really awsome!

Just one minor hiccup, the robes are a bit to bright IMO..

Btw, Does the robe has all the animations? (force powers, weapons, etc?)

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Last edited by Ghost Down; 06-29-2007 at 03:15 AM.
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Old 09-29-2007, 04:58 AM   #59
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He has force power animations, but as it is original body mesh of Malak, he lacks special attack animations, just defaults.

And I'll be needing a reliable beta tester for this, if anyone is up for the task, PM me.

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Old 07-29-2009, 05:32 PM   #60
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Arise, Threadimus Prime.

I've recently got back into modding mood, and I'm particulary stubborn to finish my Phase II clone armor set for K2, and maybe convert it to K1 later. I've also planned to use these to replace republic npcs throughout the game.

For now, all armors with reworked, probably final textures, and inventory icons/stats. All armors have the same statistics and are upgradeable.


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Old 07-30-2009, 02:29 AM   #61
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Wonderful job! I like them



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Old 07-31-2009, 04:32 AM   #62
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I personally think that the second and the forth from the left garments on Malak are really his style.
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Old 08-04-2009, 05:05 PM   #63
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New screens, all male republic troopers aboard the Harbinger replaced. If someone could tell me how to replace the corpses in Harbinger modules, that would be apprecieated.


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Old 08-04-2009, 05:23 PM   #64
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Looking good, I like the idea of replacing all republic soldiers with clones.


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Old 08-04-2009, 05:32 PM   #65
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The corpses are placeables so you should create a new placeable and then put it in-game.



Bink's Sake

"I've barely eaten anything for many decades now. It feels like my stomach shriveled into my back........though i don't have a stomach or back because i'm a skeleton! Yohohohoho! SKULL JOKE!"

"My eyes have never seen such a pretty woman! But i'm a skeleton so my eyes don't see much."
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Old 08-04-2009, 06:11 PM   #66
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Okay, apparently me trying to be cheap and just replacing the existing corpse models didn't work out.


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Old 08-04-2009, 06:17 PM   #67
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Or... edit the git and replace all of the corpses with actual characters (utcs instead of utps) and attach a spawndead script to the onSpawn slot in the utc file.

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Old 08-04-2009, 06:28 PM   #68
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Could you provide me the code for said script? I was never too bright with these. Or tell me where can I find it in game's assets.

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Old 08-04-2009, 06:38 PM   #69
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Awesome work DK. I like the clone trooper armor and that your replacing the republic troops with the clones.


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Old 08-04-2009, 07:30 PM   #70
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Quote:
Originally Posted by -DK- View Post
Could you provide me the code for said script? I was never too bright with these. Or tell me where can I find it in game's assets.
I think this is it.

Code:
void main() {
	AssignCommand(OBJECT_SELF, ActionPlayAnimation(26, 1.0, (-1.0)));
}
There is actually another way to do it, but you can't access their inventories doing it that way.

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Old 08-04-2009, 08:00 PM   #71
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Ok, I'll make a clone corpse utc, edit module and get back with results.

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Old 08-04-2009, 10:04 PM   #72
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Another new screenshot, this time of new DC-15s (Original by SoM3, used with permission.).



Also, still having trouble with replacing corpses. Now when I pack the .are .git and .ifo files into 151HAR.mod, all doors, corpses, containers and pretty much everything interactive disappears. I made sure to only delete the corpse entries from placeable list after moving them to character section and giving them new Resref. Knowing me, I'm doing something obvious, but having little to no module editing experience myself, please point it out people.

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Old 08-05-2009, 12:42 AM   #73
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Same thing happened to me. I think you have to pack all of the utcs, utps, utds from the 151HAR rim into the mod file.

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Old 08-05-2009, 08:36 AM   #74
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Okay, I've repacked just the git file into the rim instead, and everything appears to work fine, except there are no corpses, nor the sith assasins spawning for some reason.

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Old 08-05-2009, 12:10 PM   #75
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EFFFFFFFFFFFFFFFF.

Now Lt Grenn and TSF appear as hologram clones when arriving on Telos, because Obsidian was lazy not to give them unique templates. I seriously need help from someone with module editing skills to add my modified utc's to modules.

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Old 08-05-2009, 12:18 PM   #76
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I'll look into it DK. I was planning on making a similar mod anyways (replacing mutilated corpses with actual soldiers, that kind of thing)

Of course, I have to reload my computer first (month and a half without problems W00t!)

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Old 08-05-2009, 12:21 PM   #77
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Could you also help me with replacing utcs in certain modules? This thing causes me a great deal of frustration.

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Old 08-05-2009, 12:37 PM   #78
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I don't see why not. What exactly are you planning on replacing?

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Old 08-05-2009, 12:54 PM   #79
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The male holograms on harbinger and trooper in medbay camera recording with Sion, the trooper in telos cantina, Carth/Cede when player gets down to restoration zone, all republic troops during telos sith attack cinematic, and eventually in the module when pc speaks with Carth before Malachor.

Overally 17 utc templates, all using custom appearance.2da body entries and have apropriate helmets equipped.

Hit me up on msn and we'll discuss this further.

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Old 08-05-2009, 03:58 PM   #80
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Hm. That's quite a bit of replacing... but it will be done

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