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DarthParametric

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About DarthParametric

  • Birthday 03/12/1976

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  1. There's something very weird going on. There is no UV data stored in the traditional manner if you load it into Max, but if you it into Blender it appears to show island boundaries that conform to the body shape. Doesn't actually show any UVs though, although I have no idea how to use Blender's UV editor. Whatever you did, you apparently didn't store the UVs in channel 0. Not sure how that would make the mesh invisible though.
  2. This is an issue with the model itself, not the UVs. Attach your exported MDL/MDX and source blend file.
  3. Like any other global item, you can check the UTIs in BIFs -> Templates.bif using something like Holocron Toolset or KTool. Components have the ResRef: compont_00001 Similarly, chemicals have the ResRef: chem_00001
  4. Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.
  5. The model would need to be recompiled for TSL, but otherwise should be fine, assuming it's actually used.
  6. You should look at how vanilla faked metal works using envmaps (i.e. cubemaps). Basically you create a mask in the diffuse texture's alpha channel, and then create text file with the same name as the texture and the TXI extension. In that you can add various instructions that tell the engine how to render the associated texture/s. In this case, you'd want something like envmaptexture CM_Baremetal If you are converting your diffuse to a TPC, you'd need to convert it again and make sure you tell TGA2TPC to use the TXI. It will then embed the TXI data into the TPC (TGAs use a loose TXI file).
  7. You're assigning a material in Blender. Odyssey doesn't use materials (except for walkmeshes), it uses direct texture assignment. Select the mesh, go to the Object tab, and in the KOTOR sub-panel look for the "Main Texture" field. Put the texture name in there, like so (vanilla example): You don't appear to have an icon, which is why KSE is freaking out and it's blank in-game. Icons have to follow a strict naming pattern defined by the item type and referencing the variation number. In this case, your icon needs to be named iw_shortswrd_004. I would suggest using TGA for icons just to stop KSE's errors. Also don't make your icon bigger than 256x256, because KSE doesn't scale them. Speaking of variation numbers, you're best to use a higher random number beyond the vanilla range. Less chance of a clash with other mods that way. The available range goes up to 256, so I'd use something like, I dunno, 139.
  8. @DarthInfi @Ivorach Aiora Dantooine Ruins Fixed.zip LS Scout Guardian Dantooine Ruins Fix.zip
  9. Very odd. That DLG looks to be untouched and completely fine (the breakout sequence DLG is actually semi-broken). And there's no equivalent DLG in the Override folder. I'll have to check the UTP and see if the reference was changed.
  10. So to confirm, you get this when clicking on the elevator controls? Or is this walking through the hallway?
  11. Very odd. Have you exported it and tested it in-game to see if it shows up there?
  12. Doesn't appear that a copy of that DLG is in the Override. I need lev_m40aa.mod from your Modules folder.
  13. Within the bounds of an actual game animation? Can you post an example?
  14. There aren't really any animation resources period. Random rotations outside individual animation ranges are fine, since you won't see that in-game. At least assuming that this is the kind of thing you're talking about - https://deadlystream.com/topic/5734-kotormax-bug-reporting-thread/#findComment-59689 Seedhartha isn't around these days. As long as you can export pos/rot keyframes in the final model,, you should be fine. That may require baking the animation.
  15. Well using that many mods, I'm not surprised you have problems. That said, I can't see anything that would obviously conflict. What was your install order? Were there any errors for any mod? Attach lev_m40aa.mod from your Modules folder. Open a commandline window in your Override folder and run the following: dir /b /s > override.txt Alternatively, paste it into a text file, change the extension from .txt to .bat and then double click it, choosing to run it when asked. Either way, attach the resultant override.txt once done.
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