DarthParametric

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Everything posted by DarthParametric

  1. Similar, yes. Interchangeable, no. Models especially must be recompiled for the specific target game.
  2. You can't just chuck K1 stuff into TSL. That's what is causing your crashes.
  3. The walkdist/driveanimwalk changes only affect the player rows, not the party member rows. It's not that causing it.
  4. GMax is a cut down version of Max 4 (circa 2000), and thus lacks a lot of features from even decade-old Max versions. If you can create an academic account then there's no reason not to take advantage of it and grab Max. Smoothing isn't the only issue the Blender script has, so if you plan on any future model work you really have little choice about using Max/GMax, and if you have the option of the former it's a no-brainer.
  5. Creating an academic account requires an EDU email address.
  6. It explicitly says no public distribution, so yeah that's out. I would suggest you get GMax from Turbosquid (free) and use that to fix the smoothing groups. Without a finished I/O script, Blender isn't up to the task of dealing with KOTOR models.
  7. Depends on the nature of the mod and what permissions he prescribed. From the screenshot it just looks like the vanilla model. What's the actual mod?
  8. I don't know how Blender does it, so I can't really help on that front.
  9. Looks like the cross-mesh shading issue. Grab one of the newer beta releases in the MDLEdit thread in the tools sub-forum. The latest should be something like 1.0.9b3, but it has problems with danglymeshes/AuroraFlex, so you have to revert back to an older beta for those (something like 1.0.6b). Make sure that both robe meshes have the same smoothing group ID to ensure consistent normals across the seam. No. Head textures specified in portraits.2da will be applied to the entire model, overriding any direct mesh assignments.
  10. The mesh needs more subdivisions, at least on that back part. And the split should just be done as actual geometry. I don't have the time or interest to spare in remodelling and remapping it at the moment though.
  11. Is that a stretching issue on the lower "skirt" part on the back there?
  12. I'm not sure that's particularly relevant to the job of making textures. It will need a proper custom shadow caster at some point, but for now I'm sure you can live with the standard skeleton shadows. Redownload from the above link.
  13. No, the model for that one uses the vanilla texture. If you want the custom texture, you use the model associated with that.
  14. Sure. I haven't looked at it for 2 years, so knock yourself out - https://www.darthparametric.com/files/kotor/k1/[K1]_Carth_Comics_Overcoat_Beta.7z
  15. ?? There's nothing to work out, just time to devote to it. The basic skeleton of the scene is already done and will be included in K1CP v1.8: All I have to do for the hologram version is edit a couple of extra scripts.
  16. I would actually prefer you report issues directly on Github if you are willing to do so. That's exactly what the issue tracker is for. If you want to repost all these over there, that makes my life easier.
  17. We already know why. The same reason they made a bunch of other head swaps for the PC version. To try and increase the diversity a bit. Anyway, this is not a subject open to debate for K1CP, so kindly take any further discussion of the matter to a different thread.
  18. The next menu will be even better. It will be Vandar standing on a bar stool, so you can see him over the fog. After that, maybe T3 doing an Empire Strikes Back tribute.
  19. You don't want to do that by the way. You want to create a MOD and inject your changes into that. Edit: Try this @Stormie97 and see if it works (you'll need to add your item's template name and compile it): void main() { object oStore = GetObjectByTag("m_202_001", 0); // To make sure the item only spawns once, check Dendis for the presence of // a custom local boolean we'll create. If it returns false, spawn the item. // Since the DLG we are firing the script from is owned by Dendis, we can use // OBJECT_SELF for any call that requires a target object, like the boolean set/get. if (!GetLocalBoolean(OBJECT_SELF, 66)) { // The check returned false, so set the boolean to true so that the // item won't spawn a second time on future triggers of this script. SetLocalBoolean(OBJECT_SELF, 66, TRUE); // Create the item in the store's inventory. The values are of the form: // Item template resref (string) / target (object) / item stack size (int) CreateItemOnObject("item_template_here", oStore, 1); } } After compiling it, you'll also need to edit Dendis's DLG and add the script name to one of the nodes. I would put it in the Script #2 slot on Reply 9 ("Just let me shop"). Just make sure not to replace any existing script.
  20. You could spawn it via script, either adding it to the store or a container. There would be a couple of ways to go about it. Hijack the module's OnEnter script and have it spawn it (and use a local boolean to make sure it only spawns once). Or edit the merchant's DLG and add a spawn script on a repeated node (like the generic greeting they always do, etc.) that does a similar check/spawn.
  21. If you are loading a save in the module it won't work, as the save will have a copy already stored in it (inside the specific module's GIT). You'll have to load a save from before entering the area for the first time to see the changes.
  22. It will still work, the background will just extend past the edges of the screen and the bit around the menu buttons will be stretched too wide. But other than that it would be fine. It doesn't alter the function of the menu in any way - that's all GUI stuff. Install the mod and then try extracting the attached and dropping it in your Override and see how that looks. DP_K1MenuBack_4-3.7z
  23. View File K1 Main Menu Widescreen Fix - Revan Edition This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod. Submitter DarthParametric Submitted 10/09/2019 Category Mods K1R Compatible Yes  
  24. Version 1.0.0

    82 downloads

    This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.
  25. The goal is to stick closely to developer intent. Clearly the original intent was that he be human.