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DarthParametric last won the day on September 4
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3,882 The Chosen OneAbout DarthParametric

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Dark Lord of the Sith
- Birthday 03/12/1976
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Looking for this female character
DarthParametric replied to WhiteSaber's topic in General Kotor/TSL Modding
A 1060 should be fine. Are you on Windows 10 or 11? If so, you can try this. Go here - https://github.com/mmozeiko/build-mesa/releases/latest - and download either mesa-d3d12-x64-xxxx or mesa-d3d12-x86-xxxx, depending on whether you have x64 Windows or not. Open the archive and extract opengl32.dll and put it in the game's folder next to swkotor.exe. This is a wrapper that will run the game in DirectX 12 instead of OpenGL. Might help with certain issues. Alternatively, there's also mesa-zink-x64-xxx/-x86-xxx that is a wrapper for Vulkan instead. They aren't compatible with GLIntercept or anything else that also hijacks the same DLL. -
Looking for this female character
DarthParametric replied to WhiteSaber's topic in General Kotor/TSL Modding
Attach that Tatooine save so I can test it on my end. What graphics card do you have? -
Looking for this female character
DarthParametric replied to WhiteSaber's topic in General Kotor/TSL Modding
The hood could be edited to push it further back. I'll have a look at it when I get the chance. Really? A couple of vanilla player heads use the same semantic. I did a quick test starting a new game with it and it worked fine. Without it, there were blending errors when the eyelashes overlapped the light panel on the wall in the background when talking to Trask. Try this - KFHC05.txi -
TGA2TPC is finnicky. The last release version has some bugs with non-square/non-power of 2 textures breaking. Especially animated textures.
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Presumably alpha channel masks for envmaps, like Sith troopers or Mandos, for example. Or the Hawk, both exterior and interior, amongst many others.
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You're using ndix UR's TGA2TPC? I recall it had a memory leak at one point, not sure if that got fixed. Might want to try it in smaller batches and then close and reopen it. Alternatively, it's possible pyKotor might let you batch convert, not sure.
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Yes, there seems to be an issue with certain models compiled by MDLEdit on Linux for some reason. Fortunately this can be resolved by importing the model into KBlender and re-exporting. It will be addressed in the next full release, but I'll see about pushing a hotfix for Linux users in the meantime.
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No, that is literally the opposite. Fadeout on object destruction is the default. You have to manually specify for fade to be disabled. Whether your video card can render it properly is perhaps another issue entirely, but unrelated to what the game is actually doing. Unless you use a stunt animation, the rotation of the die/dead animations are going to vary based on the creature's starting rotation. I would assume he is jumped to a waypoint for the final death shot, but that can still be a little inconsistent in terms of facing due to the way conversations work. So yes, it's probably going to vary a little, but it shouldn't do so in a significant manner. Especially since they are probably using static cameras which have a fixed position, so he needs to stay in the same spot to remain framed. That said, it's possible that TSLRCM changed things with the scene composition that might be a factor. I'm not sure.
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It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent. The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently.
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The specific issue is mesh render order. Whether or not a particular mesh is animated is irrelevant. All that matters is what order a collection of meshes is being rendered in, which determines how alpha blending is calculated. Render order is determined by the model hierarchy. So a mesh inside another mesh (like an eyeball inside a head) needs to be lower in the hierarchy so that the containing mesh renders on top of it. The reason this is a problem for heads in particular is because by default skinned meshes (like the main head mesh) are always at the bottom of the hierarchy, so meshes doing double duty as bones and visible meshes like eyes/eyelids/teeth will be above them, thereby causing the weird rendering issue. The way to fix this is to reorder the hierarchy, with the skinned meshes at the top, above the rig/skeleton. As to creating full bodies, this is done because separate heads end up in the middle of the hierarchy, as a child of the head hook. Since you need the head mesh to be above the torso to render in front of it, the only option is to have it all in one model.
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It's a variable in the function: void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f); It is set to fade by default, so you have to manually specify no fade. There have been multiple iterations/revisions of that sequence in TSLRCM over the years. It's also possible some other mod edited it. I couldn't say, since I don't have any interest in TSL so don't pay attention to stuff going on with it. Check your Override folder for a script named a_end.ncs and find the Modules folder and attach 852nih.mod here so I can look at it.