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Everything posted by Neville
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That works in KotOR. In TSL, the overlays and underlays have their own properties.
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I have been using a mod for TSL that allows wear of light armor that cannot be upgraded. How can non-upgradeable equipment in TSL be made upgradeable?
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I really need more help. I do not know how to spawn a new character. That makes my project different from most other recruit mods.
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What characters did you voice?
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I use GMAX and NWMAX. Models retextured always appear too dark in low-light areas. There was a tutorial to fix this on LucasForums. A number in the HexEditor or ASCII model had to be changed to correct this. Does anyone remember what had to be changed?
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Still looking for help getting a new character into the game and remembering the number to change in ascii model format to correct lighting.
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I will check, but I still must know how to add a character. On FileFront, other than mods by InyriForge, most recruit mods were for existing characters. There were recruit mods for Lashowe, Mekel, Sasha (Selkath), and Yuthura Ban. Do I just add a new "Struct- Type:4 Field count: 6" and put the location information for a character template in the .git file to create a new character? Also, do I still need to add "RemoveAvailableNPC(0)"?
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My first models were not for either KotOR game, but I used Blender 2.65. SithSpecter stated Blender would not work with game models.
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I do not understand the tutorials on creating a new character. Recruit mods seem focused on existing characters. Further, I really need to know how to correct lighting on new models. There should be something on how to do that. LucasForums was the only site to have related information.
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I have the problem that it is difficult to insert a new character. Most recruit mods allow recruiting characters already in the game.
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Trying to contact anyone who has texturing and/or modeling skills while reviewing sound bytes/voice resrefs.
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My first mod effort was labeling item templates. I use GMAX/NWMAX, MDLOPS6, and GIMP 2 in modeling and texturing. I overlaid textures, but some do not match well for merging. I was noting that I was looking for a page from LucasForums that showed information regarding correcting lighting of retextured models. The models always appear too dark when the player enters such an area as the Ebon Hawk. SithSpecter referred me to it, but it now cannot be accessed. I have been checking for dialogue and recruit in tutorials and the game. I found many, though, lines of code required to add a character to a module. I am looking at the addition of Trask Ulgo and HK-47.
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My modeling was limited to pulling the helmet off the female TSF officer head. My texturing was using GIMP to merge three textures, and, with SithSpecter, applying TSF textures to a Republic helmet model. I mentioned I had difficulty with lighting.
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Hoping to find someone with greater skill with modifying models and textures for my project.
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The model is in both games. I found the models when I started. I tried to combine textures. Insignia on the shoulders and chest of TSF armor is not easily covered with Republic armor textures, and the chinstrap is difficult to fit over another head model. I had difficulty with lighting retexturing SithSpecter's Republic helmet. I found an earlier form of Republic armor. This is an image of Republic soldiers during the Mandalorian Wars, but the armor would be more difficult to make than to merge textures. Note the armor plates and the different helmets with orange-tinted visors. Seen in this image are variants:
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I mentioned I found the head model and the base clothing model for Sarna. Does anyone know the designation for the model for the underclothes for the White Female Player Character, and does anyone have the skill to create a female variant of armor like that in the pictures I have posted? I was trying to modify Sith armor to resemble it. The visor on Sith armor starts below eye level.
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I thought the number for Bastila was 0. I believe coordinates that would work for tat_m17ab would be (-11.17, -37.85, 0.00). Several years ago (2015), I tried creating a dialogue tree to recruit a new character. I asked Rece for help. He removed me from friends lists on three platforms because I often mentioned problems with textures and models without porting and took a long time to think of what a new character would say. FairStrides would not help due to porting rules. SithSpecter said he did not know how to create new armor. I tried to contact InyriForge. There exists the problem also that dialogue changes following recruitment.
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I checked the files. One should consider the posted information is dated several years ago, but I am trying.
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Does this work for KotOR or is it specific for TSL?
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From the album: KotOR Preferred Mods and Projects
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I had to look up sites that gave information, and it may be that the function does not work with the Steam version any longer. I tried adding "EnableCheats=1", but cheats did not activate. I am checking the CD version. I may have to use the conditional of helping Sharina and spawn Sarna in the same location, or spawning her where the Duros was after meeting Helena.
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From the album: KotOR Preferred Mods and Projects
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I am trying. It has been years since I used some editing and information features. I looked for online guides, but "EnableCheats=1" appears not to work on the Steam version of the game.