DarthParametric

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About DarthParametric

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    Dark Lord of the Sith
  • Birthday 03/12/1976

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  1. DarthParametric

    Strange baby on a screen

    The one in black is clearly the larval form of a Bith.
  2. DarthParametric

    AuroraLight or Lightmap?

    Any static surface colouration like that will always be baked lighting (i.e. lightmaps).
  3. DarthParametric

    N-DReW's K1 Gameplay Improvement DEMO

    That's easy enough to remedy. I already have some TOR-ported Rodian hands rigged up from the alien Jedi experiments I was doing. I should probably release them as a modder's resource at some point.
  4. Potentially. It will force an envmap with anything using an alpha, so it could lead to some screwiness on things that are actually meant to be transparent.
  5. Do you have a discrete GPU (i.e. , an actual video card) or are you using integrated graphics? If the latter, that's probably your problem. Mullet Man should be PMHC04, which is used by P_MAL_C_xxx_04, rows 175, 176, 177.
  6. You can try changing your character's appearance.2da row (or the added hoodless rows if you are playing a female) and changing the envmap column from DEFAULT to CM_Baremetal. If that doesn't work, you may have a GPU that doesn't support envmaps (Intel?), in which case the only solution is to delete the alpha channel from the textures, which will prevent the transparency.
  7. DarthParametric

    Onslaught

    Dantooine is being added as well - https://www.swtor.com/info/news/article/20190404
  8. Looks like the OnEnter spawns in different UTCs based on the player's level, but the UTCs all share the same OnSpawn script which should set them patrolling between waypoints. I guess you need to check what is in the Override and if there is a tat_m18aa.mod what files in it differ from vanilla.
  9. Haven't ever seen it. I'd check the OnEnter if it has been edited, as I assume there is something there for respawning them.
  10. DarthParametric

    [Request] Clipping Fix For Kotor 2's PFHA04?

    Here, extract this into your Override and see how it looks. [TSL]_PFHA04_Eye_Clipping_Fix.7z
  11. DarthParametric

    [Request] Clipping Fix For Kotor 2's PFHA04?

    We haven't done much for the next version of K2CP yet, as we have been focused on getting the K1CP update out the door first. Following the release threads will let you know when a new version is posted, but there's not going to be any interim updates there most likely. I think there is probably a thread for it in the WIP forum, but no recent updates. You can check out the Github repo for it to monitor what's going on. I've raised an issue for the PFHA04 eye problem. Although given that a K2CP update release is off in the nebulous future some time, I'll probably just attach a copy of the fix for you here once it is done.
  12. DarthParametric

    [Request] Clipping Fix For Kotor 2's PFHA04?

    A bit of vertex shuffling should fix it up. We'll add it to the list of things to add to K2CP.
  13. Typically a level will have numerous lightmaps. I believe the Upper City Cantina, of which the arena is but a small part, has something like 60. The ceiling of the arena uses the same lightmap as the rest of it. Your problem is likely that the lightmap is terrible and the area in question is only a few pixels.
  14. Lightmaps are assigned per mesh in the same way as diffuse maps, so no, they can't be renamed without editing every instance of a mesh that uses them. But that wouldn't gain you any real advantage anyway. You can edit the lightmaps and place them in the Override. They are unique, so there is no issue with doing so. However, you won't get much mileage out of trying to manually edit them. I think this is the sole lightmap for the entire arena: