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DarthParametric last won the day on October 16
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3,777 The Chosen OneAbout DarthParametric
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- Birthday 03/12/1976
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Well that is supposedly happening, although I suspect that whatever eventuates is likely going to be KOTOR in name only. As far as the mod community remaking levels goes, there's not much point while still bound to Odyssey's limitations. If reone ever gets to a usable point, or if nVidia add OpenGL support to Remix, then that would be a viable option.
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It's pretty much the norm across all modules. Just depends on how deep you want to go looking. The more problems you fix, the more new problems you discover.
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It's entirely possible. The level geometry side of things is the least of it though. The main thing would be ensuring there are no problems arising from changing module IDs, since Manaan has multiple instances of cross-module teleporting as part of the main plot. There might also be problems with ResRef clashes, since both Bioware and Obdisian did love their generic name reuse.
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TOR Ports: Pureblood Sith Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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It's pretty common for them to aggressively cull any rooms that aren't blatantly obvious (and try to mask anything else with fog). Remember the original was designed to run at 640x480, so it wouldn't have been anywhere near as noticeable. And the Xbox only had a shared 64MB RAM pool. K1CP has fixed the odd similar occurrence (in the Vulkar base, for example).
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As noted above, anything that screws with Bandon on the Endar Spire specifically will break the scene if they don't account for K1CP's changes. And this is ultimately your problem. If you use that many mods then you're likely to have a mountain of incompatibilities. Especially for anything that released more than 2 or 3 years ago.
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Every island will need to be detached. Here's a tip to speed up the process. At least in Max anyway, not sure if it also works in GMax. Switch the mesh to an Editable Poly, then add an Unwrap UVW modifier on top. Click the button to open the UV editor, switch to the Face Sub-Object mode and tick the Select Element button. That will allow you to easily select all of an island at once, including overlaps. Now in the hierarchy stack, unfold the Editable Poly. With an island selected in the UV editor, click on Element under the Editable Poly. You should switch to the Editable Poly with the island polys still actively selected. You can't do this with an Editable Mesh. Not in GMax format obviously. But you can use an OBJ export script to get them into a format Blender can import.
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JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric commented on JCarter426's file in Mods
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Looks like you have the classic mulched UVs issue: Typically this used to be considered an issue with ye olde MDLOps I thought. But perhaps it's actually GMax itself. It happens when you have UV islands that aren't physically split (i.e. one vert has two UV co-ords). KMax should automatically split the mesh along UV boundaries on export, but perhaps GMax freaks out before it gets to that point. You can prevent it by selecting any polys that have their own UV island and then in Polygon or Element mode choosing Detach -> Split to Element. Then re-export. You may want to consider switching to Blender. It's going to be a sharp learning curve, but you'll be better served in the long run.
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I can have a look at it tomorrow some time when I get the chance. In the meantime you might want to check it out in different light sources. I should probably make a modder's resource for that preview setup I made for the K1 melee weapons. I made it precisely because the upgrade screen preview is kind of crap.
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Looks fine, assuming it follows the UV map you posted earlier. Hard to determine anything else without playing with it firsthand.
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Just copy the alpha channel and paste it into a new image. Or attach the TGA.
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I didn't say anything about size. Post the alpha channel of the texture.
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Looks like it is set to (or close to) 100% env map for those sections.
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Help scripting training ground K1
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
You can have a look at how they do it TSL for the Academy and Dxun sparring. At a guess, someone's OnHeartbeat is probably listening for the PC using powers. In either the opponent's OUD or maybe another NPC or an invisible placeable. Potentially even in the module's OnHeartbeat, but I'm not sure if that's necessary. Edit: Ah, Obsidian added a dedicated function for it in TSL, SetForfeitConditions. Makes sense, but obviously that doesn't exist in K1. You'll have to try and manually catch the PC casting. You can probably just do a check in the OnHeartbeat for the PC casting at either the opponent or themselves.