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DarthParametric

Member Since 02 Jul 2015
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#58659 Spawning K1 NPCs in TSL?

Posted by DarthParametric on Today, 04:50 AM

You can't directly use K1 models in TSL, they are different. Bastila and Carth work because they exist in TSL's data. Also porting between the games is a taboo subject. Talking about it will summon the wrath of the moderators/admins. You should read the sticky thread - http://deadlystream....before-posting/


#58502 TSL Main Menu Experiments

Posted by DarthParametric on 15 August 2017 - 08:01 PM

So I have been playing around with the TSL menu models of late. A couple of months back I proposed the idea of trying to change up the menus based on game events/progress. I'm not sure whether that will ever end up going anywhere, not if I have to deal with scripting it at least, so in the meantime I thought I'd change things up a bit in a different manner. Stick with the existing villain showcase theme, but rather than just the same old boring black menu with grey fog, put them in their natural habitats, as it were. The first one I tackled was Sion, trying to recreate the Harbinger arrival cutscene. I think it's pretty much done, although maybe the lighting could do with some adjustment.



For the next one I thought I would go with Nihilus on the bridge of the Ravager, possibly overlooking Telos. Maybe with Visas in there as well?

For the Kreia one I was thinking of having her in the Malachor final battle level, possibly with the floating sabers.


#58464 TSL Main Menu Model Fix for Widescreen

Posted by DarthParametric on 14 August 2017 - 02:29 PM

I got permission from zbyl2. I'll upload them shortly. Just working on getting my other menu mod updated at present.

Edit: Updated version with fixed logos is now uploaded.

Edit 2: I have now updated my other menu mod - http://deadlystream....cement-for-tsl/


#58391 TSL Main Menu Model Fix for Widescreen

Posted by DarthParametric on 12 August 2017 - 04:19 PM

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File Name: TSL Main Menu Model Fix for Widescreen

File Submitter: DarthParametric

File Submitted: 13 Aug 2017

File Category: Mods

TSLRCM Compatible: Yes

 

This mod adjusts the model files for TSL's main menu so that they properly fill the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10).

 

By default, the vanilla menus will have gaps in the background at each side of the screen. This is an inherent issue of the model being designed for 4:3 aspect ratios, so when a widescreen mod (or Aspyr's version) is used, areas of the model are exposed that were not anticipated by Obsidian. This mod addresses the issue by scaling the width of the background plane so that it spans the full width of the screen, and adding an additional VFX emitter to the bottom right of the screen so that the fog also spans the full width. Additionally, a minor correction is made to the Easter egg menu to properly apply the appropriate texture to the eyes, eyelids, teeth, and tongue of one of the Twi'leks, which are untextured in the vanilla version. See the attached pictures for an illustration of the changes.

 

I have edited all 6 menu models, but in practice only 4 of those are typically used in the game (although TSLRCM does also make use of the Easter egg menu). I've included them all to cover all/most eventualities.

 

Note that this mod primarily adjusts the menu models. No changes are made to the background texture, so any custom version of that texture will work with this mod as well. Per a user request, I have added adjusted logo images to address the stretching on those (they are not part of the model). Both vanilla and TSLRCM versions are included (permission to modify/redistribute the TSLRCM logo provided by zbyl2).

 

Obviously this mod will not be compatible with any other mod that also alters/replaces the menu models like, for example, my own DS player menu mod (although that can be installed over the top of this mod). Any update for TSLRCM will presumably overwrite the Easter Egg menu and the logo.

 

N.B.: This is NOT a widescreen mod! This is just a fix for when you are already using a widescreen mod like UniWS or Aspyr's natively widescreen version.

 

Installation Instructions
Copy the MDL and MDX files from the "FOR OVERRIDE FOLDER" and paste them into your Override folder. If you have TSLRCM, additionally copy the files from the TSLRCM EXTRA, overwriting when prompted in both cases. If you use Aspyr's version of TSL on Steam with TSLRCM installed from the Workshop, you'll need to use TSLRCM's Override folder instead. It should be <Steam Dir>\steamapps\workshop\content\208580\485537937\override\ for the English version. Optionally, you can also copy across KOTOR2Logo.tga which is the logo texture. The TSLRCM version is in the TSLRCM folder with mainmenu06.

 

Acknowledgements
Thanks to TeamTwi'lek* for their secret tool project that made editing and compiling the menu models possible
*Not their real name, but it should be

 

Thanks to VarsityPuppet for testing 16:10 compatibility

 

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Seems like I hit the hard limit on embedded images.

 

Click here to download this file




#58390 [WIP] A Huntress and an Exile : The Untold Love Story

Posted by DarthParametric on 12 August 2017 - 03:32 PM

"Sweet talk isn't going to make me change my mind about you, Jedi."


"How about a poison arrow launcher, net launcher, flamethrower, and liquid nitrogen sprayer upgrade for your wrist launcher?"


#58371 How to make a character see-through? (K1)

Posted by DarthParametric on 11 August 2017 - 05:40 AM

What's it look like on Kashyyyk?

Btw for Ajunta Pall it doesn't look like they went the hologram route. They just used the standard Dark Jedi model and applied the blue shield VFX via the on-spawn script. The relevant bit being:
 
	effect efVisual = EffectVisualEffect(2041, 0);
	ApplyEffectToObject(2, efVisual, OBJECT_SELF, 0.0);
Edit: I tried out a mesh edit. Here's Ajunta Pall in his vanilla guise vs mesh alpha values of 0.5 and 0.75:

K1_Sith_Ghost_Mesh_Alpha_01_TH.jpg

Uses the standard vanilla textures.


#58368 TSL Textures Remastered

Posted by DarthParametric on 11 August 2017 - 04:37 AM

As a scientist, I encourage healthy scepticism in the face of claims made without any evidence. Hopefully such evidence will be forthcoming soon™. But this is not really the place to discuss it. Apologies for hijacking the thread.


#58353 3dsmax nwmax export error. Help?|SOLVED|

Posted by DarthParametric on 10 August 2017 - 06:23 PM

Yeah, good old program files. Rule #1 of Windows: Have an OS partition (i.e. C drive) and only install Windows and necessary system files on it. Don't install programs on the Windows partition. Create a separate partition for that. While you're at it, move all your documents off the OS partition as well. You'll save yourself exactly this sort of grief, and when it eventually comes time to do a format and fresh OS install you'll make your life a hell of a lot easier.


#58246 TSLRP: Not Quite A Post-Mortem

Posted by DarthParametric on 09 August 2017 - 04:44 AM

Well we did get DeNCS out of it, so it wasn't all bad.

Having been involved in an ill-fated large modding project myself (BG2R), I have some sympathy for TSLRP. I know well the pain of lots of people clamouring for a release, but nobody willing to actually help do the work. Having observed the TSLRP drama unfold fairly passively from the outside, I think their main mistake was not making public releases from an early stage. Closed beta testing is fine and a necessity, but don't go making a big song and dance publicly about something until you are willing to release it. Doing so would have done two things. It would have dampened some of the noise from the peanut gallery, and it likely would have encouraged more people to volunteer to help.


#58178 Blade Runner "LAPD 2019 Blaster" Pistol

Posted by DarthParametric on 05 August 2017 - 04:53 PM

This should provide a solid background of the ins and outs of the Blade Runner pistol particulars:



Edit: The Tomenosuke Blaster Pro is the Japanese replica that Adam mentions in the video - http://www.tomenosuke.com/blaster/


#58175 A new look for Carth?

Posted by DarthParametric on 05 August 2017 - 11:01 AM

K1_Carth_Comics_Overcoat_03_TH.jpg




#58170 A new look for Carth?

Posted by DarthParametric on 05 August 2017 - 08:55 AM

Finally got most of my stuff reinstalled on the new system, so I've picked this back up. I've done the UV unwrap for the jacket and remapped the recycled bits to fit on a single texture. Gave it a skin wrap and tweaked the weights, ready for an in-game test.

K1_Carth_Comics_Overcoat_02_TH.jpg


#58090 Can't spawn placeables (But can spawn characters)?

Posted by DarthParametric on 31 July 2017 - 07:53 AM

You also may want to do a level transit cycle. While an onload script should notionally function correctly loading directly into a level, I have found it can get a little flaky if you are loading a save where you'd previously spawned different stuff in via script. That's why I usually like to test somewhere right next to the Ebon Hawk, so you can enter and exit to quickly cycle through a level load.




#58039 A new look for Carth?

Posted by DarthParametric on 27 July 2017 - 03:48 AM

Nothing further as yet. I've been busy with work and I'm also in the middle of switching over to a new PC. Might be a few weeks before I get back to it.


#57965 TSL | Missing animations in head models...

Posted by DarthParametric on 22 July 2017 - 01:32 PM

Yeah the mangled head sounds like good old MDLOps at its best. Observe these Cthulhian horrors:

FU_MDLOps_TH.jpg FU_MDLOps_02_TH.jpg

Twilek_Female_In-Game_Issues_02_TH.jpg Twilek_Female_In-Game_Issues_03_TH.jpg

When that happens, decompile your new binary model, import the ASCII back into Max/GMax, re-export, recompile. Repeat a few times if necessary. Sometimes that will fix it.
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