VarsityPuppet

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Everything posted by VarsityPuppet

  1. Nope Not any I can think of. You may run into issues with other Saber Mods, I guess, but only if you install it incorrectly, which, should be pretty hard to do.
  2. It won't be long now! I've done most of the heavy lifting for Duplisaber.
  3. The best thing you can do is contact someone from that site and ask them to use the icons.
  4. You know what would be even cooler? Turning them into Asari
  5. They might as well just do Unity. Certainly easier than modding TSL or K1 Seems like Star Wars canon in general is hanging in the balance. We'll see what happens with Episode VII and whether or not it conflicts with any of the Expanded Universe. But speaking in terms of TOR, yeah, I don't see why they would make a game that conflicts with that lore.
  6. This really pisses me off. I mean, it'd be nice if we ultimately get a KOTOR 3, but why does Logan get no KOTOR 3 love?
  7. Kotor Tools actually has a visual interface lol. What I mean when I say "Read and Write" is that it can read the file's byte code and turn it into recognizable data and write itself back into a working file.
  8. Took quite a bit longer than I thought it would, but I have a working 2da reader/writer. I'm that much closer to the desired result. I can read and write to 2DA files I can read and write to GFF files (It's going to be helpful for DLG files) It's only a matter of time. Time for bed.
  9. Reassignment! I'm refocusing my efforts into Duplisaber so I can get that mod out. I have pretty much everything I need, I just need to monkey around with the data now.
  10. Erm... actually it takes a bit of investigation to figure it out. There is a write up on the mdl format (can't find it right now) and what I do is use a hex editor to search for the texture name. From there, if you read the documentation, you have to do a little math but you can figure out the offset (number of bytes) from the start of the texture name info to the ambient and diffuse values for the mesh.
  11. As far as I know, that's impossible... ...however... There is a way to change some of the ambient and diffuse values on meshes with Hex editing. This would at least give Sion's eye a luminescent glow to it. I'm not sure exactly how much it will "glow" to the extent you might be thinking of but it's worth a shot. I'd need to get back to you on that but basically you'd need the mdl documentation and a hex editor... and knowing where the values are to change.
  12. I actually didn't catch that at first. But I knew immediately when I saw this that it was fake. It just filled me with such sadness .
  13. Actually, not really. This is just a cruel April Fool's joke. My feels hurt. http://gamerant.com/knights-of-the-old-republic-3-next-gen-release-date/
  14. Recommended course of action is to copy your TSL install, drag and drop the folders and load one of the saves. Not compatible, unfortunately In response to Malkior, I hadn't thought of any of that up to this point, but it wouldn't be too hard to work something like that in.
  15. I'll test my theory and let you know what happens. I've done it with a door before and it worked, but I'll doublecheck.
  16. Having played with this very issue several times, I'm convinced that's what it is. We've tried moving one the dummies on the model (don't remember which one) and that seems to have a minor effect, but still it's not a real solution. One thing I'd suggest trying. Instead of recompiling the whole model, use the replacer function in mdlops. That basically allows you replace one trimesh in the binary model based off an ascii export. That might be your best bet trying to preserve that collision data for the camera.
  17. Sometimes the diffusion values for meshes export with a value less than 1.0, and you have to go and set them to 1.0
  18. Update on that new tool: Eh, I'm close. I was doing alright, but then there was a power surge and all the power went out. I didn't lose any progress, but now I have to catch up on homework because my procrastinating ass wanted to write code all spring break. But, I ended up with this! Yeah, that's me. Don't make fun of my accent. https://www.youtube.com/watch?v=eP724DnP9nE
  19. You mean installed in the game? Yeah.... I kind of just uploaded my install to that repo. It's not a shameless plug, I swear!
  20. Alright! I'm going to be Marathoning today! I want to release a solidly working version of my new tool BigGFFer by 4 o'Clock Central time. That's a little more than 8 hours from now. I'm trying to kill time waiting for my new iOS tools to download. Upgraded my Mac to 10.9 Mavericks, upgraded my XCode to version 5. I'm probably going to need to upgrade iOS on my iPhone. All so I can get my Sensus devkit in some working format for GDC. Alrighty! We'll see how this goes. By the way - Malachor VI source Code is live! http://deadlystream.com/forum/topic/32-malachor-vi-an-ending-mod/?p=25675
  21. Malachor VI source code is online and ready for viewing. If you want to work on it though, please let me know. I'd like to get some of you guys using proper version control and see how that works! https://github.com/VarsityPuppet/Malachor-VI