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Showing content with the highest reputation on 02/01/2020 in Posts

  1. 2 points
    Specific model and texture references are not saved. The appearance.2da row ID of all creatures is stored in the save. The heads.2da row and body models are defined in that. You can dynamically edit the heads.2da row ID and the body models/textures for a given row and the changes will be reflected in-game, but you can't change the row to a different one, at least not without editing the save. For player characters it's a little different, since there is also portraits.2da that controls the DS transition textures as well as the sex and appearance.2da rows used. The base texture of the head is purely dictated by what is assigned by the model in K1, although in TSL there is a texture override option in heads.2da. The engine seems to choke on single skinned meshes that hit around 10K tris, causing massive deformation problems. The game will crash if you have shadows enabled on a mesh over around 2,500 tris. Your current model is fine, just make sure you don't have shadows enabled for the head mesh. The head bone is the shadow caster. At a guess, it could be that your face mesh has non-world zero pivot. Try weighting it 100% to the head bone and see if it shows up. It could also be that it lacks a render flag. Make sure you can see "render 1' in its specific node in the ASCII. Some sort of transform issue is the mostly likely culprit if it was exported from Max. All meshes need to have a Reset XForm run on them and their stack collapsed before skinning. It's just a linear gradient. I have some crappy ones here you can use as a basis if you need.
  2. 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  
  3. 1 point
    Hey folks! I recently jumped back into a KOTOR playthrough for the first time in years. One of the mods I picked up was Quanon's Saberhilt Pack, which adds four non-upgradeable and wildly OP lightsabers into the game. None of them feature red blades, which is unfortunate for me since I'm doing a dark side run. I was hoping to use them as crazy endgame weapons, but they've gotta fit my bad guy aesthetic, you know? So I was hoping one of the talented and beautiful individuals here might be able to help me out, either changing the blades to red (if it's not too much trouble) or telling me how I could do it myself.
  4. 1 point
    In the hex editor I used (HxD) there's an option to search and/or replace, and a further option to specify whether you want to search/replace text strings or hex strings. I also know exactly zero about hex editing, I just assumed that a 0-value would function as a placeholder so the file wouldn't crash my game. So I used this text-to-hex converter to translate "w_lsabregren01" into hex, then translated "w_lsabrered01" into hex and added "00" to the end. Then I just search and replaced the original hex string with the new one.
  5. 0 points