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Showing content with the highest reputation on 09/11/2018 in Posts

  1. 2 points
    There's something wrong with the cuffs there. They're modeled with actual geometry, rather than being painted on. 🤔
  2. 1 point
    Welcome to my facility where I, Basil Bonehead, analyze and show off mods that no one has ever covered before on youtube. Expect more of these to come... whenever I get the time to make videos on them. Below is a full playlist of all the mods I've made analyses and showcases for. Mods I made videos on and what format I made them: Exile007's Genoharadan mod (the video to kick start this whole series) (Analysis) Newbiemodder's korriban expansion & Trials of Darth Herrco demo (Showcase) Gsccc's Reign Of The Sith (Analysis) Jabba's Palace (Analysis) Quanon's The Temple Mod & Darkkender's Tomb of Jesset Dal'Kest (analysis) MotOR Squad and Master Zionosis' Yavin IV Planet mod (analysis) InSidious' Tomb of Azgath N'dul mod (analysis) Thumbnails made for most of my videos were provided by the talented @Sith Holocron
  3. 1 point
    For TSL there is Darth333's WhereAmI armband - http://www.starwarsknights.com/mtools/whereami206.zip For K1 I believe Star Admiral's Utility Armband provides the current module name - https://www.nexusmods.com/kotor/mods/1076 Edit: Oh, sorry, you want the specific room model name. I don't think that is possible to derive directly in-game, only the current module. You'll likely need to load up the entire layout in Max/GMax.
  4. 1 point
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  6. 1 point
    Poking through the module, the dialogue used for that scene is part of dan13_zhar.dlg. That first line, "Ah, so you are the one who rescued Bastila." fires script k_pdan_zhar08: void main() { ActionPauseConversation(); ExecuteScript("k_pdan_player03", GetFirstPC(), 0xFFFFFFFF); ActionWait(12.0); ActionResumeConversation(); DelayCommand(2.0, SetDialogPlaceableCamera(37)); DelayCommand(6.0, SetDialogPlaceableCamera(2)); } And k_pdan_player03 is: void main() { ClearAllActions(); ActionJumpToObject(GetObjectByTag("wp_pc_start", 0), 1); ActionMoveToObject(GetObjectByTag("dan13_WP_council", 0), 1, 1.0); } Perhaps that is the problem - there is no command to face the player. But scripting is not really my thing.
  7. 1 point
    It can happen in conversations where the character is scripted to face towards a the party but the script chooses a party member that is off in another room. In this instance you'd expect the script to be looking for the player specifically, but you'd have to check the DLG for that scene to work out the specific script that is firing. I'd guess it is probably some generic global script, not a module-specific one, which could be the problem.
  8. 1 point
    Thanks to my bros @DarthParametric @bead-v and @JCarter426 for hammering on MDLEdit. Looks like y'all will be getting a ghostly Ajunta Pall after all (along with a bug fix or two) Screenshot has been brightened so the transparency can be seen more easily
  9. 1 point
    Here you go: https://www.darthparametric.com/files/kotor/k1/[K1]_Player_Head_TSL_PMHC06_For_K1.7z I completely forgot until making this post that @ndix UR had already fixed this model previously for TSL, so I ended up reinventing the wheel a bit there (I didn't look at the hair mesh verts though, so I might need to go back and check those). I also hex edited the TPCs, adding the blending punchthrough TXI semantic, which seems to be necessary in K1 to get a clean hair alpha. The vanilla version of the textures was inducing a lot of haloing.
  10. 1 point
    While I am waiting to see if bead-v can resolve the issue with the VFX, I decided to put together an optional extra. Seeing as Malak asks you if you recognise the captured Jedi, I figured it would make sense to add them as background NPCs on Dantooine. The first group I added having a sparring session in the landing bay: Thanks to Kexikus for helping out with the scripts. I still need to figure out how to make the two that are fighting non-selectable though. I removed their names, but they still have health bars and a selection circle on mouseover (or when closest to the camera). I figured I would spawn the remaining ones in the outside courtyard, where you meet Nemo. There are a couple of groups of settlers that could each have a Jedi attached to them.
  11. 1 point
    Here's the best I can do. For anything else you'll have to get someone else. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Bearded_PMHH01.7z
  12. 1 point
    Here, try this out and see how it goes: Scaled to female S/M/L sizes, lowered the collar height, expanded the chest a bit. I did a quick and dirty edit of the texture to black out the hands and make them look like gloves, so someone will probably need to make a proper texture for it. I just exported it as PFBJ for ease of quick testing. You'll have to edit the texture column for body J in appearance.2da (blank it out) and give yourself the Revan/SF robes UTI. I'm open to suggestions about switching it to a different model.
  13. 1 point
    Revan's Maskless/Hoodless Flowing Robes for K1Revan's Maskless/Hoodless Flowing Robes for TSL
  14. 1 point
    Well, it's been a month, so here's an update: The above is all in the game. No film trickery like I've relied on in the past. I figured out the procedure of translating my animation methods into data the game can read. So what you see above I'm aiming to do for every ship available to us.
  15. 1 point
    Hey guys, I´m getting the male model slowly to an end.. I still need to do some work on the belt, and the legs, but I already added some details on the arms and the shoulder pad, though I think, the arms also need some refining
  16. 1 point
    Hey guys just want to give u some status.. as I got some busy weeks at work and at the university, I had little time to further work on either the body model nor finish the helmet skin( It´s nearly done´just some tweaking ) But I got some results: I started modeling the breastplate of the new model, I take the old republic soldiers just as a reference.. Of course this is far from being perfect, but i´m on it. As you mentioned those lines on the helmet surface, I will include them into the texture, as you command! Sir! XD