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Showing content with the highest reputation on 06/03/2018 in Posts

  1. 1 point
    What makes the ASCII look easier to me is that everything is listed together on one line - timecode, red value, green value, blue value. In this case it doesn't really matter much because there aren't a lot of animation frames but for a more complicated one that makes it easier to tell what's going on. Also, you can do a find/replace to change the "1.0 0.0 0.0" to whatever color you want. I do this all the time with ASCIIs when I forget to set the ambient and diffuse colors properly. But I was able to figure out how MDLEdit's thing works just by looking at it, so it could be a lot worse!
  2. 1 point
    actually never mind somehow i fixed it 😮
  3. 1 point
    Now that’s a run-on sentence, axanik!
  4. 1 point
    Well, it is certainly true that once I used MDLEdit to change only those 4 controller settings in the w_laserfire_r.mdl file to 1.0s across the board, the blaster rifle bolts took on the same appearance as the disruptor rifle bolts - both became purple with a white core, as intended for testing purposes. Seemingly, as long as the emitter is tuned for white color, the bolts in-game will faithfully reproduce a modified fx_laser_01.tga. Any potential funny stuff resulting from a clash between colorkey settings for the Light and color settings for the Emitter is not visible in-game. But I still cannot fx_flare in the model information. Nor do I know when that texture appears in-game. EDIT: fx_flare_02 is in v_muzflash_01.mdl and fx_flare_01 is in the model for powerblast bolts under "(emitter) gas." victory is mine
  5. 1 point
    Since it took me a while to figure out why my custom sound file did not work ingame today, I figured I'd write a very, very short tutorial on the specifications they need. Sound files in KotOR need to me MONO .WAV files. .mp3 might also work, but with .wav files you're on the safe side. Also, sound files can be placed in the Override folder without problems.