LiliArch

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Everything posted by LiliArch

  1. So where it's available? I want to test it, but I'm not sure about the download link... About positioning the hilts in-game... maybe you could drop something at Telos academy, Dantooine sub-level and Sith academy? They somewhat would make sense. And maybe the hidden tomb at Korriban, too.
  2. No problem (it's my usual set of savegames for a playthrough anyway, ahem). Do you think that it would be good to have savegame packs for different combinations also? Like female and/or DS?
  3. I'll be willing to test if you still need testers.
  4. Time for some serious modding! Now where to start...

    1. Sith Holocron

      Sith Holocron

      Textures for Trex's "The Jedi Masters 2.0'?

    2. LiliArch

      LiliArch

      That could be interesting, too.

  5. Yeah, add error handling to Kotor Tool. Seriously, that's the only way to fix exception errors. But how to get past it/avoid it... Click "continue" to get past it (if it gives you choises "continue" or "quit", and does not crash immediately). Check if it loads anything from either game (if there's stuff in the tree view, it does load something). If it does not, you need to set the registry entries. I'm not sure about why that is happening, but this might be the cause.
  6. LiliArch

    Requests

    I wouldn't have been able to recognize it either, if it just wouldn't happen to be my favourite PC head in KotOR. (When I first time saw it in TSL I was pretty much like "so that's where Revan disappeared - he went undercover and joined Onderon military". Which would, by the way, be a cool mod too.)
  7. LiliArch

    Requests

    Not at Peragus. Dock officer has different head. It is similar and has same mapping, though, so they can use same textures, but it is different model. It's used at Onderon (as I said, Gelesi) but not Peragus. Believe me. I've tried both of them.
  8. To be able to beat some hardcoded issues, like the appearance slots available, the blaster bolt deflection with weapons that don't have the default lightsaber as baseitem, increase the leveling cap, and so on. And to be able to fix some engine issues. I'd guess.
  9. Maybe it dropped from the sky to someone's head? There's those cloud-cars everywhere in Bespin anyway.
  10. Getting inspired by Doctor Who, Mass Effect and Tron. Combined with my personal SW AU, this can't promise any good.

  11. I believe you're right. See, I tried to make a set of Sith Armors that have a different cube map for every color variant for testing purposes, but they all ended up using CM_BareMetal, even after I set the "envmaptexture" column (or whatever it was, something like that anyway) to DEFAULT for that appearance row. So it looks like the Sith soldier model has that info stored in somewhere. Also, I tried to replace the water texture on Dantooine (LDA_water03) with another one, and dropped the changed file into the Override without a .txi file. It appeared just like it was if it had a .txi file that has all the same .txi info than the LDA_water03.tpc has.
  12. I found this, seems to summarize this topic pretty well.
  13. LiliArch

    Requests

    If that is the head I think it is (too little picture to see correctly) it is already in TSL, it just doesn't have DS transitions and it is not selectable for PC. Look Gelesi at Onderon.
  14. Here's the .2da files and the consoleout.txt:
  15. That's magic, I made cube maps work on a 10-year-old laptop. Just needed to scale them to be 2^n x 2^n, and abracadabra. Not all of the area models seem to show them, though, and I can't see any difference with bumpmap attached or not, but still - my game looks much better now.

    1. LiliArch

      LiliArch

      Any specific model/location? I don't really feel like taking screenshots of every screen possible...

    2. Fair Strides

      Fair Strides

      Ehhh, nowhere in particular. Just an area where you think the difference is most obvious.:)

    3. LiliArch

      LiliArch

      Gotcha. I'll do that as soon as I can.

    4. Show next comments  54 more
  16. Maybe he has just dropped his helmet. That guy looked like 1) he's running away from something or 2) he had just totally messed something. Nice trailer, though. Can't say I agree with everything they decided to put in it (Football-R2? Oil-tank-speeder?), but as a trailer, it is nice. Now I want to see Jurassic Star Wars. //Edit. Smilie-go-away.
  17. Depends on the computer if they work or not, mind you. Mine can handle only the 2^n ones, and 512 x 1024 is biggest it can work correctly (bigger ones don't crash the game, but they became replaced with another random texture in certain places of the model). So, the bumpmaps are just greyscale emboss pictures? Would it be possible to create one without a specific add-on (by just making a, you know, greyscale emboss picture)?
  18. Awesome work. Too bad that I don't have Photoshop on my computer (having Corel Photo-Paint instead). Not that I could test the results anyway, the machine being what it is...
  19. Now that I finally got that .NET 4.0 working I tried to install the saber mod. Installation appeared to work correctly... but it messed the .2da files. Everything in the edited .2da files that was not installed by the installer, to be more accurate. Do you want some files to check? I can fix the installation manually, but if you want to find out what's going on with the installer...
  20. I think they are created every time a game is loaded (have seen them, if I play in windowed mode and have the game folder open at the same time behind/next to the game window), they just became deleted if the game quits correctly. But, of course if it is the loading of the savegame that gets bugged, and not the actual savegame, deleting the folders can help.
  21. Okay, testing done. Luckily, the biggest issue was me being careless (opening KotOR journal file while program was in TSL mode) but, considering how easy that kind of thing is... though the quest names not showing if there's wrong dialog.tlk file in use is not surprising, one would expect that swapping the program to another mode (TSL->KotOR) would refresh the quest list. It does not, you must reopen the journal file, and that is pretty confusing. Suggestion: make the quest list to refresh (or force-reopen the journal file without user needing to do so) if there is a journal file open when toggling the mode. Plus, there seems to be some error handling missing. If you accidentally open a journal file with wrong dialog.tlk (if you open TSL journal in KotOR mode, or if you have original dialog.tlk in game folder and you are trying to open modded journal file with additional strrefs in it) program crashes, because it tries to read a string after the end of dialog.tlk. Suggestion: add try-catch block - or whatever it is called in Perl - or some kind of error handling anyway, to catch that error and handle it correctly. Users don't like programs crashing. What's with me, can't type anymore - wrote "dalek.tlk" in here. But good news last: these problems don't appear, if it is used correctly. So if you don't constantly jump from one game to another, you should be fine.
  22. Oh, right. I've just called them envmaptextures, because of the word in .txi files. Good to know, thanks.
  23. I didn't edit anything, just opened the journal file. I have a feeling that the quest names appeared when I swapped some settings and relaunched the program, but I can't be sure about that... I'll test that and let you know what happens.