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Old 11-21-2013, 04:31 PM   #41
JCarter426
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Thanks, everyone.
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Originally Posted by Sith Holocron View Post
Might this also be available for KotOR1 as well? I imagine that have that "lasers from the sky" bit might be fun for those making a machinima of the destruction of Taris . . . not unlike this mod for JKA.
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Yes.

Unfortunately it's not as versatile, due to the lack of script parameters.

And I worked in all the damage and other effects from the grenade script, in both games. In fact I had to turn that off for the above recording because the explosions kept throwing me around the module and ruining the shot.

This will all be going in the toolboxes soon (along with the source scripts, of course, if you want to use it in a mod). K2 will be up to 1.2, while K1 is still in beta at 0.7.

EDIT: JC's Toolbox for K1 v0.7b

And K2's v1.2 is on its individual page.



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Old 04-05-2014, 02:37 AM   #42
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Well, I can't believe that worked...
Show spoiler

I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can.

Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything?

I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up.


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Old 04-05-2014, 02:51 AM   #43
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awesome



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Old 04-05-2014, 06:30 AM   #44
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awesome
That might give Redrob41 a few more heads to work with, huh?




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Old 04-05-2014, 11:35 AM   #45
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I've waited so long for something like this to happen.



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Old 04-05-2014, 11:58 AM   #46
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Quote:
Originally Posted by JCarter426 View Post
Well, I can't believe that worked...
Show spoiler

I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can.

Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything?

I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up.
Jedi Malak's head for both games. Please.

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Old 04-05-2014, 05:58 PM   #47
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Man, that's so awesome. I also second the Jedi Malak Head for both games. Somebody should just make a pack full of NPC heads like Kreia's head (Well, not really an NPC, seeing as how she's a companion), Sion's Head, Atris' Head, and then just a bunch of the humanoid Aliens like Duros, Trando, Weequay, and so on.
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Old 04-05-2014, 06:09 PM   #48
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Jedi Malak's head for both games. Please.
Yea, actually this is must. Probably with some retexture to differ from Malak himself...
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Old 04-05-2014, 07:04 PM   #49
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This is awesome, would be cool to have a trandoshan jedi. (Or dark jedi hehe).


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Old 04-05-2014, 07:37 PM   #50
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This is awesome, would be cool to have a trandoshan jedi. (Or dark jedi hehe).
I second this!


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Old 04-05-2014, 11:46 PM   #51
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I ran into some smoothing problems with the Duros and Bith. I imagine the same would apply to Sion and Malak, unfortunately. Ithorian head was a bust... looked like he was sucked through a vacuum cleaner. And I forgot Aqualish before... I think that should work too.

A brief progress report of all the ones I've tried so far:

Works
Sullustan
Rodian
Trandoshan

Needs Work
Quarren

Smoothing Doesn't Work
Duros
Bith

Doesn't Work
Ithorian

Now, regarding the ones with smoothing issues... that happens because MDLOps discards the data, and there is no tool to correct that like there is with the animations. But even without such a tool, this could theoretically be fixed by remapping the head. This isn't really my area, so I might include those heads anyway, so someone else could finish them.


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Old 04-06-2014, 12:03 AM   #52
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I remember Dak Drexl being able to make a playable Duros head. You could take a look at his files here to see what you're missing.

Nice work by the way. Go trandoshans!



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Old 04-06-2014, 12:51 AM   #53
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Quote:
Originally Posted by JCarter426 View Post
Well, I can't believe that worked...
Show spoiler

I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can.

Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything?

I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up.
Bout time someone started using the damn thing! (redrob too )

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Old 04-06-2014, 12:55 AM   #54
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I remember Dak Drexl being able to make a playable Duros head. You could take a look at his files here to see what you're missing.

Nice work by the way. Go trandoshans!
As I recall it, Dax was only able to fake a Duros head; he morphed a Human head and then went with the fact that the Duros wore gloves to facilitate not having to retexture the outfits...

You should know by now how much of what modders do is sneaky tricks, cheats, or fakes, man. At least, I know I've pulled around a dozen when working with you and ZM!:P


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Old 04-06-2014, 12:55 AM   #55
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Bout time someone started using the damn thing! (redrob too )
That was great, VP! Nice humor!


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Old 04-10-2014, 08:16 PM   #56
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Some more pictures:

Show spoiler


Now for the progress report:

Works
Gran
Quarren
Rodian
Sand Person
Sullustan
Trandoshan

Smoothing Doesn't Work
Bith
Duros
Weequay

Doesn't Work
Ithorian
Selkath

Smoothing Probably Wouldn't Work So I haven't Tried
Aqualish
Atris
Jedi Malak
Sion

That weighting on the Quarren was a huge pain... but I got it. And because so many heads had smoothing issues and I knew the Gran wouldn't, I decided to do the Gran.

In addition, there are several heads I made that I never released. These were ones that were simple hex edits, they had no animation issues, they were perfectly fine... I just didn't get around to releasing them. So I'm adding those to the pile. In total there are forty heads so far, and I believe I have twelve left to do (my Mandalorian and mercenary heads). Unless I'm forgetting some.

Now I'll take a moment to explain how I'll be releasing this. In addition to the models I'll include some basic 2DA work - all the necessary head information in heads.2da as well as some lines in appearance.2da, just basic ones, one or two per head. If you plan to include my heads in a mod you'll likely have to do some further editing on your own, but this should at least help get you started.

I did run into some problems with female heads. I don't know what the cause is, exactly, but when I apply a female superbody to a head, it becomes distorted. Keeping the male superbody for the head is fine, but with female animations on the body it looks really silly; the head is at an angle for the idle animation. So far I have only done one female head, a Sand Person, and they don't use the female superbody, so it's not a big deal; I had planned to use the Sand Person animations in place of the supermodel anyway. I don't know if I'll have this problem with the female Mandalorian or mercenary heads, but it's a possibility. In that case I'll apply male animations, as I had done when those heads lacked animations, for the same reason. Of course, you won't have to use the body models I include. But that's my suggestion. I do know how to edit the superbodies, so in theory I could make one with all the female animations but without the stupid head angle for the idle animation, but eh... I dunno if I'd actually do it. Animating... 3ds Max... bleh.


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Old 04-10-2014, 08:32 PM   #57
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Interesting... Sorry to ask and put more on your plate, but have you tried Kreia's Head model yet?


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Old 04-10-2014, 09:09 PM   #58
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Quote:
Originally Posted by Sith Holocron View Post
That might give Redrob41 a few more heads to work with, huh?
It was always my intention to try something like this, but I couldn't find the time. I'm pretty happy that JC is cracking along on it
Quote:
Originally Posted by VarsityPuppet View Post
Bout time someone started using the damn thing! (redrob too )
Hey, I've been using the HeadFixer for a long time now, and I'm damn glad you made it

On topic:
Quote:
Originally Posted by JCarter426 View Post
Now, regarding the ones with smoothing issues... that happens because MDLOps discards the data, and there is no tool to correct that like there is with the animations. But even without such a tool, this could theoretically be fixed by remapping the head. This isn't really my area, so I might include those heads anyway, so someone else could finish them.
I'm still holding out hope that smoothing is just a yes/no stored somewhere in the mdx or mdl binary files. If it is, and we can find it, then a tool could be built (or add to the HeadFixer). The problem is that I'm just fishing around blind in the dark corners of hex editors

Quote:
Originally Posted by Fair Strides 2 View Post
As I recall it, Dax was only able to fake a Duros head; he morphed a Human head and then went with the fact that the Duros wore gloves to facilitate not having to retexture the outfits...

You should know by now how much of what modders do is sneaky tricks, cheats, or fakes, man. At least, I know I've pulled around a dozen when working with you and ZM!:P
Same here with Nindo Bahr for RoR. I used a bald human and moved the verts around until it resembled a Duro. That way, I could use Taina's method and it preserves the smoothing.



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Old 04-16-2014, 11:25 PM   #59
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Been a bit busy working on... other things... writing, mostly. But here's some progress:

Show spoiler


I had to do the weighting for the Mandalorians from scratch. I was forced to use the male animations for the female Mandalorians, too... but I think it works.

Also I noticed there are slight smoothing issues with the Quarren's tentacles... but I'll release that anyway.

Quote:
Originally Posted by L0ki194 View Post
Interesting... Sorry to ask and put more on your plate, but have you tried Kreia's Head model yet?
I hadn't thought of that... but I don't think it would work.

Now for the progress report:

Works
Gran
Mandalorian
Rodian
Sand Person
Sullustan
Trandoshan

Smoothing Doesn't Work, Releasing Anyway
Quarren

Smoothing Doesn't Work, Not Releasing (Yet)
Bith
Duros
Weequay

Doesn't Work
Ithorian
Selkath

Smoothing Probably Wouldn't Work So I Haven't Tried
Aqualish
Atris
Jedi Malak
Sion

Haven't Tried for Some Other Reason
Kreia

Oh, and yes, I'll be releasing red and gold variants of the Mandalorian heavy armor, as well.


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Old 04-17-2014, 02:30 PM   #60
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Quote:
Originally Posted by JCarter426 View Post
Now for the progress report:

Works
Gran
Mandalorian
Rodian
Sand Person
Sullustan
Trandoshan

Smoothing Doesn't Work, Releasing Anyway
Quarren
That's great news
So, are some of these heads going to have Mask and Goggle hooks? I realize that some would look kinda weird with visors sized for human heads (they might end up clipping), but others might work. It's something to think about, anyway.



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Old 04-17-2014, 02:41 PM   #61
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Yeah, obviously the helmeted ones cannot have them... some might work, but I'm not going to try it yet. I'll leave that for a future update.

So, progress:

Show spoiler

And yes, I'll be including those armor textures as well. I think it adds up to four new heavy armor variants - the red and gold Mandalorian armors, and then two mercenary armors, one pictured above and one in black and green.

Now, the final progress report:

Works
Gran
Mandalorian
Mercenary
Rodian
Sand Person
Sullustan
Trandoshan

Smoothing Doesn't Work, Releasing Anyway
Quarren

Smoothing Doesn't Work, Not Releasing (Yet)
Bith
Duros
Weequay

Doesn't Work
Ithorian
Selkath

Smoothing Probably Wouldn't Work So I Haven't Tried
Aqualish
Atris
Jedi Malak
Sion

Haven't Tried for Some Other Reason
Kreia

All that is left is to set up all the 2DA files and the TSL Patcher. Next time you hear from me, I'll have the full release.


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Old 04-18-2014, 12:25 AM   #62
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This is great! Sad that Selkath doesn't work, though

Can Mandalore's head be detached like this (it might already be, I have no idea, excuse my ignorance on this matter)?
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Old 04-18-2014, 09:44 AM   #63
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I wonder, could you purposefully replace female animations on all the models to use the male ones instead? Because, let's face it, Obsidian dropped the ball on those. Especially considering female exile is canonical, and looks ridiculous with that waddle-running.

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Old 04-18-2014, 12:41 PM   #64
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I wonder, could you purposefully replace female animations on all the models to use the male ones instead? Because, let's face it, Obsidian dropped the ball on those. Especially considering female exile is canonical, and looks ridiculous with that waddle-running.
Should be possible. I've done it before though I feel like there was some weird side-effect. I think the heads end up with a sort of weird orientation to them.

Makes me want to try it out now!

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