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Everything posted by Hunters Run
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The latest version of kotorblender (2.1.0) lacks the folder kotorblender. So it puts the files directly into the plugins folder. Also, exporting txi properties throws a traceback error.
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[Help Needed] TPC font file editing.
Hunters Run replied to Dazzlewisp's topic in General Kotor/TSL Modding
TpcView On windows drag and drop while pressing alt. You will get the images in .tga format which you can then modify in photoshop or gimp. -
When you import a supermodel, some animations on the right arm rotate in a circle. To see what I mean import s_male02 (k1 or k2) and look at animation pausestl. Decompiled with both mdledit and mdlops. This also applies to s_female03.
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Try this: 301nard.zip I left the ascii in there also so you can put custom textures on it. Just apply the custom textures and recompile. The object you want to apply the texture that was giving you trouble is named path, btw.
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When trying to export a mesh with a dangly mesh I get the following error: On line 1107 in nvb_node.py: RuntimeError: Error: Mesh "(insert danglymesh name here)" is outside of main database and cannot be removed from it.
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Got it, thanks for your help.
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Well, I would set the alpha in the principled bsdf of a texture to 0.3. Then export and check under the texture that I set the alpha. The alpha would still be 1.0.
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Nice to see it updated. Just three things. First: Blender 2.80+ makes meshes double-sided by default. So the code to turn the lightsaber blades double-sided is redundant and results in a trace back error when imported. Second: I imported a character model and exported. Some of the tangentspaces read as tangentspace false instead of tangentspace 0. This lead to a mdledit error. Changing all instances of tangentspace false to tangentspace 0 let the model go through and everything worked as intended. Third: Unsure if the next one is a bug or user error, but I had some trouble getting any alpha other than 1.0 to export.
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Operation kill Bastila remade is updated to 1.7. Due to the nature of this update you either have to start a new game or not yet have gone to the Upper City North.
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Hmm... looking at the mod the files seemed to have gotten messed up. The thing is that I already accounted for this and gave the guard an elevator pass. Yet somehow the changes.ini file does not reflect that. For now I recommend you use the sonic screwdriver or simply wear the disguise. I will have the fix up asap.
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*Not being more proactive. Fixed it for you.
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You could also change the data of the legs to your new legs and import the animations later. Some notes - you will need to copy your arms to new scene and import without animations if you want to take this approach, and you should reveres that when it's time to import animations(import only animations ). Also you may have to mess with the rotation and origin to get it to line up.
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This thread just created feature creep for the mod: Optional checkpoints version. You get stopped at checkpoints after you recruit Bastila. If you tick him off or otherwise every sith guard in the area becomes hostile. Make the mask and cowl a headgear if possible. Right now it is an outfit. Destroy the disguise after escaping Taris. It already does this, but it adds it back to the players inventory afterwords(long story). Re-brand due to above optional to Operation: Bastila. Eta- when it's done. Thoughts?
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Looking very good, just one question: Is the door supposed to be transparent?
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What I mean is that you save the model as ascii in mdledit (cntrl-s for windows). It should save to a chosen location with an .ascii extension. Go to where you saved the model and open it with notepad++. To use the example you gave me find and replace TEL_HW10 with TEL_HW1. Save your ascii and close it. Open your ascii in mdledit. You can check the textures if you want, but they should be changed. Save as a binary (cntrl-b for windows). Choose your location to save. Note: the binary will have an .ascii extension. You can delete the .ascii extension when you save the binary. All in all, it should take an average of five minutes per model, although YMMV.
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Ah, I see. In that case why don't you just convert to ascii and use notepad++ to find and replace?
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Looking very good. I think what @Bek meant was that you can see part of the Ebon Hawk on one of the Manaan pics. I am unclear what you mean by this. Can you give me any examples?
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So I looked at the source code and found this: DelayCommand(0.1, ExecuteScript("di_k1s_lf1", OBJECT_SELF)); } else {} } This is in every lightsaber form. Commenting out the DelayCommand and the else fixed the issue(or at least it applied the right defense. I don't know how to check ac) .
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Not too go to off topic, but: Yeah, it's possible.
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Strange it works for me. Make sure your new lightsaber is in double quotes e.g. "w_dblsbr_002". What error do you get when you recompile?
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[KotOR] Rulan Prolik & the tachs
Hunters Run replied to Salk's topic in Knights of the Old Republic General
I asked because k1r has a bug that k_pas_morph++ was missing the ++. You may want to check that it is correct in the module. Adding it back gave me the tack dialog every single time. At least I think it did, as the first tack I selected had the dialog fire and the second tack was rulan. So, small sample size, but... Also to answer a question you asked in another thread, I did not have HK in my party yet rulan turned into HK. -
[KotOR] Rulan Prolik & the tachs
Hunters Run replied to Salk's topic in Knights of the Old Republic General
Are you playing vanilla or with k1r? -
That flame pillar is an emitter. It does have a texture assigned to it (fx_smoke01), but the only way to modify it is in a 3d modeling program, I believe. What are you trying to do to the flame pillar?