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Showing content with the highest reputation on 01/31/2020 in Posts

  1. 1 point
    View File tpcview View and export Odyssey Engine proprietary texture formats. A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants. Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool. The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened. The application is cross-platform, available for macOS and Windows. The app is written in javascript, built on Electron using three.js. ============================================================ How do I set it up? Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe Mac: unzip the package, move tpcview.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files. ============================================================ How do I use it? Viewing Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary. Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window. Double click the background of the window to clear all loaded images. Exporting Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again. Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING. When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information. When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default). ============================================================ Features View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons Submitter ndix UR Submitted 01/30/2020 Category Modding Tools  
  2. 1 point
    If you open the binary file in mdledit, you can edit the textures by using the Edit → Textures... feature. It will take care of problems like the new texture name being longer or shorter than the previous one...
  3. 1 point
    I'm in agreement, and I'm hoping I'm wrong about the bonuses being hard-coded. It would help with a mod I have in mind... Still, a thread on another forum gives a good reason why bonuses are problematic: what if you want to be grey? There's nothing for you. Even the personal crystal in KOTOR2 is crappy for grey Jedi. And this is important, given that the game is all about challenging the notion of light/dark.
  4. 1 point
    One thing to keep in mind is that doing any sort of significant character movement while using dynamic cameras is generally not advisable. It often leads to unpleasant bobbing and jerky camera motion (most pronounced if the character is running). Ideally you'd use a static camera or animated camera for such shots.
  5. 1 point
    I've copied and pasted your script, compiled and attached to "I'm Carth, soldier on the Endar Spire" and nothing happening. Then, I've tested your script on PC response with "I had a strange dream". Nothing again... [EDIT] : The compiled file was not in Override folder ! I've changed that. Only Carth walk to the window with your script. [EDIT 2] : IT'S WORKING ! I've attached your script Bead-v to "I had a strange dream" (PC response) and to "I'm not surprised" (Carth response).
  6. 1 point
    This worked for me: void main() { object oPC = GetFirstPC(); object oCarth = GetObjectByTag("carth"); AssignCommand(oPC, ClearAllActions()); location lPC = Location(Vector(86.3,147.0,0.0), 0.0); location lCarth = Location(Vector(85.9,145.6,0.0), 0.0); AssignCommand(oCarth, ActionForceMoveToLocation(lCarth, FALSE)); DelayCommand(1.0, AssignCommand(oPC, ActionForceMoveToLocation(lPC, FALSE))); }
  7. 1 point
    You did everything right, except that Carth's tag is not "p_carth", it's "carth". You can check a creature's tag by opening their .utc with either kotor tool or a GFF editor. Also, it is useful for debugging to check whether your script is running, you can do this by writing: SendMessageToPC(GetFirstPC(), "Script is running!"); You should get the message to your Feedback window. If you do, it means the problem is not with running the script, so something must be wrong with the script if you are not seeing the result you want. Bonne chance
  8. 1 point