-
Content Count
4,808 -
Joined
-
Last visited
-
Days Won
549
DarthParametric last won the day on February 4
DarthParametric had the most liked content!
Community Reputation
3,949 The Chosen OneAbout DarthParametric

-
Rank
Dark Lord of the Sith
- Birthday 03/12/1976
Profile Information
-
Gender
Male
-
Location
: Oz
Recent Profile Visitors
-
Nothing. The game is a quarter of a century old and was designed for a Pentium II Celeron with 64MB of pooled system and video memory. The problems people encounter today are due to poor OpenGL support in their shitty drivers (i.e. AMD), not being overtaxed by added textures. The bigger issue is you probably won't notice any difference with or without a normal map, so they are mostly a waste of time. They used it sparingly because there was a limit to what they could fit in the Xbox's aforementioned pocket calculator-sized memory. And its presence in the first place was likely a legacy of Aurora/NWN. The engine doesn't accept normal maps in TGA format, so back in the old days it simply wasn't possible to make use of them. Additionally, even if you have a correct texture the relevant mesh/es in the model need a flag set for it, which wasn't exposed in the old modding tools. As to why more recent mods don't make use of them, some do. But like I said, it's mostly a waste of time because you can't even tell.
-
You use the normal as a normal. Odyssey's normal implementation is pretty crap though. The source has to be de-swizzled and the Y (green) channel flipped because TOR is DirectX (-Y) and Odyssey is OpenGL (+Y). Odyssey doesn't have specular, so you're stuck with using envmaps. For stuff like clothes or anything else that gets tinted, you can bake the colour into the diffuse via the Blender plugin. Refer to the wiki on the SWTOR Slicers Github page for details.
-
Peragus Administration Level Monitor Issue
DarthParametric replied to Sith Holocron's topic in Mod Requests
The circles are on the edge of their assigned UVs. The easiest thing would be to adjust the textures. Altering the UVs means editing the model. Edit: Assuming they are using the vanilla UVs, they are weird: So say your texture is 1024 x 1024. You'd actually want to draw it inside an area of 1024 x ~922. If you're working in PS or some other program with guides, just set a guide a horizontal guide at 90% and stay above that. -
[TSLRCM] Issue with Scripted Losses
DarthParametric replied to Raven-Fal's topic in General Kotor/TSL Modding
Going to go out on a limb here and suggest that this is your problem... -
Modding help with DLG files and music in TSL
DarthParametric replied to Skyfront117's topic in General Kotor/TSL Modding
Like a lot of other things in the game, the answer is via scripting. For vanilla modules, typically this is done in concert with the module's GIT file, which has provision for a day music track and a night music track (a leftover from Neverwinter Nights). This is linked to an row ID in ambientmusic.2da which points to the music track that loops in the background. Using scripting, you can start/stop the current music and switch it to a different track. For example, in K1 when you encounter Malak in the Leviathan Hanger, the trigger script switches the module from its default music, track 11 (mus_area_sewers), to track 8 (mus_theme_malak): https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M40AC_Leviathan_Hangar_lev_m40ac/k_plev_malakmov2.nss#L5 Or in TSL, for the introduction of Nihilus, it switches from track 8 (mus_sith) to 4 (mus_nihilus ) https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/tree/master/TSL/TSLRCM/Modules/852NIH_Ravager_Bridge/a_nih_intro.nss Or this script in TSLRCM, which switches the Ebon Hawk's default track to the romance track (mus_s_romance) which they added to their version of ambientmusic.2da: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/006EBO_Ebon_Hawk_(post-Dantooine)/a_006romance.nss At the end of your conversion, you can add another script to the exit node of the DLG which stops the new music track, switches it back to the original one, then sets that to play. Typically any time you need to know how to do something, there's a vanilla example you can crib from. -
That is very odd. Some sort of Windows 11 derpiness perhaps? You can try editing the batch file. Open it in a text editor (Notepad, etc.) and change the line hires_patcher %WIDTH% %HEIGHT% %LTRBOX% %EXE% to hires_patcher.exe %WIDTH% %HEIGHT% %LTRBOX% %EXE% Save it and try running the batch file again.
-
Jesus. I don't remember that being a thing.
-
Hrm, apparently the K1CP fix was worse than the original? https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/483 If you're using K1CP, can you try deleting the model from your Override and see if it's better or worse?
-
Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
-
It's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions. XML_to_TLK.bat TLK_to_XML.bat
- 22 replies
-
- 1
-
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
From Bioware's own TLK documentation: For languages other than english where conversational or other text differs depending on the gender of the speaker or the person being spoken to, there are two talk table files, dialog.tlk and dialogf.tlk. Both tlk files contain text for the all the StrRefs in the game and for gender-neutral strings, the two tlk files actually contain the exact same text. However, if a given StrRef refers to text that has a two different translations depending on gender of the player character, then dialog.tlk will contain the masculine form of the text and dialogf.tlk will contain the feminine form of the text. Personally, I convert the TLK to and from XML using Xoreos Tools (tlk2xml / xml2tlk). But there are also other tools around that convert to/from various text formats.
- 22 replies
-
- 1
-
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
Modding Cutscenes: Where to Start?
DarthParametric replied to PoopaPapaPalpatine's topic in General Kotor/TSL Modding
I always thought some sort of mocap would be very helpful for some of this type of thing. For anyone that has an iPhone, I think there's some plugin for Unreal that lets you capture performances without any special gear. That might be an option perhaps. These days there are also a few different programs that will generate mocap from video, so it might be possible to try and create the anims direct from the original pre-rendered BIKs. -
Modding Cutscenes: Where to Start?
DarthParametric replied to PoopaPapaPalpatine's topic in General Kotor/TSL Modding
I've played around with this a bit in the past. Stuff like the Hawk landing/take-off videos: or bits of the revelation scene: The two biggest issues I identified as roadblocks for me personally were the VFX for the Hawk sequences and the custom animations for the character sequences like Revan confrontation on the bridge. Some basic animations you could pull from the game files, but a lot would need to be modified or made from scratch. Ideally this sort of project would be done by a team of people. It's a big ask for one person. -
[K1] PFHA01 head without hair covering eyes/forehead
DarthParametric replied to EbonHawkStowaway999's topic in Mod Requests
The bangs are just a plane with an alpha mask. You can edit the texture yourself to change it if you want.
