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Showing content with the highest reputation on 04/25/2019 in Posts

  1. 1 point
    All text in the game is in dialog.tlk (to allow for easier language translation). For Force powers, look in spells.2da for the StrRefs. The "name" column is the power's name, the "spelldesc" the description. For example, row 28 is FORCE_POWER_HEAL with name StrRef 287 and spelldesc StrRef 1228. If you look those up in dialog.tlk you get: <string id="287" soundlength="0.000000">Heal</string> <string id="1228" soundlength="0.000000">Light Side Power Prerequisites: Character Level 12 This power heals all party members in a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.</string>
  2. 1 point
    A supermodel is the model that another model draws its animations from. For example, player models draw their animations from a chained series of supermodels with various shared and unique male/female animations. When the game tells the model to play a specific animation, it checks if that animation is included in the model, if not then it looks at the specified supermodel and checks it for the animation (and further on, if it also references a supermodel itself, like for players). "Super" in this sense just means "above", referring to the fact that the model with the animations is higher up the chain in terms of priority. The original C_Terentatek model has unique animations. For the scaled versions I just imported geometry only, scaled up the scene, changed the name of the AuroraBase, changed the animation scale value to match the world scale change, and then changed the supermodel from null to C_Terentatek. Thus the scaled versions have no inherent animations themselves, they rely on the original model for those.
  3. 1 point
    I don't really have any time for testing. Try this and see how it goes. https://www.darthparametric.com/files/kotor/tsl/[TSL]_DP_Armoured_Jedi_Robes.7z
  4. 1 point
    I got it into the game: There are a couple of minor issues with it, some of which are inherited from the vanilla models (bad deformation, clipping), but generally it seems OK. Just needs a couple of minor tweaks. It's just using the vanilla textures atm, but ideally someone would retexture the armour bit.
  5. 1 point
    I did mess around a bit with merging the PMBN master robes with the PMBH heavy armour models for TSL to approximate the armoured Jedi robes from SWTOR, but haven't tried compiling a model and getting it into the game.