ariankoochesfahani

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About ariankoochesfahani

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  1. By "glow from the gas emitter," are you referring to what is presumably governed by "colorkey" under the tree-heading for "Light" under the "travel" Animation branch (pic #2)? Is the idea that this color encases the bolt? Sorry if this is stupid, but I have never even noticed a white glow around any of the original bolts (or a red glow when it comes to the original red bolts). l
  2. Well, it is certainly true that once I used MDLEdit to change only those 4 controller settings in the w_laserfire_r.mdl file to 1.0s across the board, the blaster rifle bolts took on the same appearance as the disruptor rifle bolts - both became purple with a white core, as intended for testing purposes. Seemingly, as long as the emitter is tuned for white color, the bolts in-game will faithfully reproduce a modified fx_laser_01.tga. Any potential funny stuff resulting from a clash between colorkey settings for the Light and color settings for the Emitter is not visible in-game. But I still cannot fx_flare in the model information. Nor do I know when that texture appears in-game. EDIT: fx_flare_02 is in v_muzflash_01.mdl and fx_flare_01 is in the model for powerblast bolts under "(emitter) gas." victory is mine
  3. Do you happen to know where to find the relevant tutorial on editing such in Blender? Getting the .mdl into Blender with mdlops and kotorblender was simple (see image) but now I'm confronted with a labyrinth of mini-menus, none of which obviously govern emitter settings.
  4. ah HA. Thank you very much! Don't know what that means exactly but the gist is that the models do in fact specify the color. I haven't worked with the modeling tools yet so I guess I could have worked that out eventually, but that's exactly the kind of answer I was looking for
  5. I discovered something a bit odd. When I put the attached sound file in-game and get into a firefight, the sound modulates! That is, its pitch changes shot by shot, alternating between 2 or 3 pitch-variations. Does Kotor actually process sounds dynamically and I only notice it with this one sound? Or, more simply, does it have a built-in modulator to spice up the sound of combat, and there is something about this .wav file that makes the modulation uniquely distinct? Or third, am I insane? heavy_blaster.wav
  6. I could indeed work around the problem by following the tutorial and recreating textures for each ammo-type. My question is more about how the game utilizes the default textures. For, as far as I can tell, the default textures (Fx_laser_01 and Fx_laser_02) are white. If each model for each ammunition type just uses Fx_laser_01 and Fx_laser_02, then why do some bolts appear white while others appear red or blue? Seemingly, every bolt should just be white! On the other hand, if each model for each ammunition type uses unique textures, what and where are these other textures?
  7. Thanks, guys! The move from stereo to mono on the suspect .wav files did the trick after all.
  8. Through trial and error, I seem to have confirmed that .wav files above 100 KB, such as one might put into the Override folder to alter blaster sounds, are not processed in-game. Can anyone speak to this? I was trying to use high-quality sounds but it seems this is a no-go.
  9. Through in-game testing, I've established that Fx_laser_01 and Fx_laser_02, the two textures that appear to be the only obvious choices for governing blaster bolts, directly modify the textures for Disrupter-type ammunition - not Blaster-type ammo, not Ion-type ammo. Now, the default versions of those two textures are white-colored. So, I'm wondering if Fx_laser_01 and Fx_laser_02 are used by the game to determine the textures of the other ammunition types at all (e.g., by somehow taking those textures as a base and then recoloring them), or if they are simply unrelated to the textures for the other ammunition types. If they are unrelated, what on earth does control blaster bolt textures? Is there something funny going on with the models?
  10. Re an earlier suggestion, I'd like to volunteer to help with the writing. I've worked as a professional writer, a writing consultant, and a graduate philosophy TA. I've published a paper in a peer-reviewed philosophy/literature journal and I happen to enjoy writing dialogues. Go-to references for me include the lesser-known The Writer's Art by Kilpatrick. I would be pretty focused on creating a seamless narrative experience between the original and new dialogue. Mods that add dialogue tend to be less immersive because the dialogue diverges in style from the original dialogue. Anyway, I love KOTOR and well-written stories, and I would be stoked to help.