Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Darth DeadMan

Latest Posts

Page: 1 of 2
Texture names are very self-explaining (at least for me). Lets take PMBC01 for example. P - Player M - Male B - Body C - model C (from appearance.2da) 01 - texture number (called texture variation in armor *.uti) If you need to know what model slot...  [Read More]
Then you need to modify existing character utc and save the file under same name (in your case, p_baodur.utc). It will work, but only in saved games where you DID NOT MET that character yet....  [Read More]
Posted in: Yoda is about to melt
 Darth DeadMan
11-02-2011, 11:55 AM
#16
Looks like some vertexes are weighted to the wrong bones, or not wighted at all. I suggest checking that and manually paint weights in Max for those vertexes....  [Read More]
Posted in: 90SK Retexture Project Stuff
 Darth DeadMan
02-11-2012, 5:30 AM
#83
Great work on model merging, VP! Can't wait for skins....  [Read More]
Posted in: QDJ's WIP's
 Darth DeadMan
09-14-2012, 12:34 AM
#130
Viridian will be great. Green is too traditional. Purple is good, but not for Kreia....  [Read More]
Posted in: QDJ's WIP's
 Darth DeadMan
02-15-2012, 2:22 PM
#98
WOW! She's so... tall... This is going to my collection of MDLOps-produced mutants :D The hilt looks great....  [Read More]
Posted in: Fixing Lighting Issues on Custom Models
 Darth DeadMan
09-07-2011, 1:29 AM
#3
There is another way to do it. Before you export your model, add an "Aurora trimesh" modifier to your new meshes. In this modifier, check the "Override material values" checkbox. Under this checkbox you will see 3 lines with colo...  [Read More]
Posted in: Editing item icons
 Darth DeadMan
05-26-2011, 11:16 AM
#5
Icon number must match texture number. In your case, icon file should be named "i_a_mstrrobe82.tga"...  [Read More]
Posted in: A problem with the glowwing armor effects
 Darth DeadMan
05-10-2011, 11:59 PM
#5
Changing appearance.2da have one drawback - if you change envmap for PC which have alpha channel in head skins (like PMHC06 or Mira) it will look awfull. Having a metal-glossy plate in the hair isn't a good idea....  [Read More]
Posted in: trying to put a custom armor in kotor 2
 Darth DeadMan
08-29-2011, 12:37 AM
#19
You need to check appearance.2da to see which model your character uses for that type of armor. In baseitems.2da you can see which column in appearance you'll need to edit. BTW, if I remember right, the heavy armor model should be called PMBHM (it w...  [Read More]
Posted in: Female Master Robes are too dark
 Darth DeadMan
09-18-2010, 4:38 AM
#4
I usually do such things directly in gMax. Just change materials' properties: type - blinn, ambient and diffuse colors to white, specular to black. That should make the job done....  [Read More]
Darth InSidious Great mod, but I have some problems with it. When it installed, I can't normally play in the Secret Tomb (711kor) - FPS becomes extremely low (3 frames per second and even less) and minimap also not working (everything is white on min...  [Read More]
Posted in: Making a new robe...
 Darth DeadMan
12-04-2006, 7:28 AM
#6
Robes icon names are: ia_JediRobe_***.tga (for padawan robes) and ia_MstrRobe_***.tga (for master robes), where *** is your texture number. For your PFBI18.tga it should be called ia_JediRobe_018.tga....  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
09-09-2010, 11:57 PM
#241
Hey Deadman, how is it that you are able to add polygons to animated models, and get them to work in-game without exploding? Are you able to do it to head models as well? Could you write up a tutorial? Didn't tried this method for heads yet. Will exp...  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
08-06-2010, 12:05 AM
#192
I've ran into two strange occurences in TSL, so I need people willing to test the mod for that one. Basically, the Soldier in Telos cantina, and republic visions in Korriban tomb, remain as Republic Soldiers, both in model and label - even though I'...  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
07-31-2010, 12:57 PM
#174
All right, I have some really good news! Kamas in TSL version will use jedi robe animations. Looks like I've been off-modding for far too long, and MDLOps 0.6a1 can convert the skinmeshes which 0.5.0 can not. (to DK: I'll send you updated models in M...  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
07-29-2010, 11:48 PM
#160
Actually that's not necessary at all. This (http://www.lucasforums.com/showthread.php?t=204094) is the process I'm talking about. Like I said, I have made the exact thing were talking about fully animated, but using TSL recourses. So what I'm saying...  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
07-28-2010, 12:08 AM
#153
I've actually done this before - you can merge your model with either the Jedi robe and delete some verts or use the other kama from the Zhesion Sha armor. It will be fully animated. I know what you mean, but using Zeison Sha or Jedi robe model is NO...  [Read More]
Posted in: -DK-'s WIP thread.
 Darth DeadMan
07-27-2010, 12:04 AM
#144
Is there some clipping in the kama? It looks like we can see through it in the picture. Yes. It was the best I could do with this model. As long as MDLOps will not allow us to add bones or build a new skinmesh around an exiting supermodel this can't...  [Read More]
Darth DeadMan released a Mod that changes the Mandalorians to Fett-Style Mandos. Maybe you should PM him? I have this mod installed and it's cool. PMing me will not work - my HDD died and I don't have a back up copy of this mod. Sorry....  [Read More]
Posted in:  Fett-style Mandolorians - Released
 Darth DeadMan
03-09-2007, 5:48 PM
#58
wilv Version 3.0 (http://ds1.pcgamemods.com/core/18690/Mandalorians3.0.exe) V 3.1 is not available at the moment :(...  [Read More]
Posted in:  Fett-style Mandolorians - Released
 Darth DeadMan
02-17-2007, 5:49 PM
#55
Are there considerations to convert the mod for Kotor 1? At this time - no. Maybe later, but I don't promise anything....  [Read More]
Posted in:  Fett-style Mandolorians - Released
 Darth DeadMan
11-03-2006, 8:04 PM
#53
The MOD is now available here (http://kotorforums.ucoz.ru/_ld/0/26_Mandalorians31.7z)....  [Read More]
Posted in:  Fett-style Mandolorians - Released
 Darth DeadMan
10-07-2006, 10:02 AM
#47
Guttahtrash Ability to unequip Mandalore's armor is already added in version 3.0. Or at least I am sure I've added it :). Without his armor he will look like Canderous. But It may not work on old saves - I didn't tested....  [Read More]
Posted in:  Fett-style Mandolorians - Released
 Darth DeadMan
09-08-2006, 8:22 PM
#43
I've finished version 3.0 of MOD. Changes in version 3.0: - Kelborn now have unique armor and helmet. - Reskinned private (black) mandalorians. - Small fixes to armor model. - Bralor and Mandalore now have slightly altered armor models. - Added 2 ne...  [Read More]
Page: 1 of 2