DarthParametric

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Everything posted by DarthParametric

  1. DarthParametric

    Misc TOR Ports

    I figured I'd post some pics as I mess around with various TOR stuff, figuring out what works and what doesn't. I posted these in a status update the other day: And here's the latest experiment: But those bloody envmaps, ugh. So terrible. They ruin everything. Edit: Although @Darth_Sapiens' CM_baremetal replacement is a lot nicer: Edit 2: Sapien's CM_SpecMap is arguably better again. Shiny, but not an overpowering mirrored chrome:
  2. DarthParametric

    [K1-Archive] Random-Access Memory

    A model is the entire...container, for want of a better term. A mesh is the polygonal geometry within the model. Typically a model is comprised of multiple meshes, although in some cases, such as VFX, there may be no meshes at all.
  3. DarthParametric

    [K1-Archive] Random-Access Memory

    Custom models. You don't need to touch the meshes, just the texture assignments.
  4. DarthParametric

    [Query] Using DeNCS

    Yeah that's fine. You can still save the NSS. DrMcCoy (lead Xoreos dev) explains here why certain scripts fail to decompile.
  5. DarthParametric

    [Query] Using DeNCS

    I would guess you tried decompiling it with TSL's nwscript.nss. Make sure you are using the version with K1's nwscript.nss, as I suggested by having two separate versions. If that still doesn't work, then you probably have JCarter's disease. He can't decompile certain scripts which other people can for some reason.
  6. DarthParametric

    [Query] Using DeNCS

    It's a Java executable, so all you do is double click it to run it (assuming you have the Java Runtime Environment installed). After that you simply browse and load the NCS file you want to decompile. When you close the file, it will ask if you want to save it as an NSS. You need a copy of nwscript.nss in the same folder, but I would advise making two copies of the program in two separate folders. Set one up with K1's nwscript.nss and the other with TSL's nwscript.nss.
  7. I use a generic batch file and input the offset required: @echo off set /p byteno="Please enter the number of bytes to trim from the header: " for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=%byteno% pause
  8. I would assume obfuscation is the only practical reason.
  9. They have a double/triple fake MP3 header of 470 bytes.
  10. DarthParametric

    Lines Not Showing In Dialogue Editor

    By version I meant unpatched CD version? Steam/GOG? For ease of viewing, you may want to convert the TLK into an XML with Xoreos Tools. You can use this batch file with it: @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the TLK (without extension): " tlk2xml --%gametype% %tlkname%.tlk %tlkname%.xml pause Paste that into a text file and rename it TLK_to_XML.bat then put it in the Xoreos Tools folder alongside a copy of dialog.tlk (you may want to rename it k1dialog.tlk in case you also want to convert TSL's later). You'll need to use TSLPatcher's TalkEd if you want to release a mod with TLK changes.
  11. DarthParametric

    TSL Patcher - can't choose game folder

    If you pressed the Install Mod button first and it is the main window moving then presumably it is not generating the browse dialogue window at all. What OS are you on? Your only other practical option would be to set the auto-detect flags in tslpatchdata\changes.ini and have it select the game's install location automatically. Change LookupGameFolder=0 to LookupGameFolder=1 and set LookupGameNumber= to either 1 for K1 or 2 for TSL. If you are using the Steam or GOG versions, you will first need to add registry entires to point to your install location, as TSLPatcher only knows about the original CD version. Use the info in this post: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?do=findComment&comment=47386
  12. DarthParametric

    What am I doing wrong with MDLops?

    You don't use the replacer function. And the head fix is only for head models, not body models. If you want to use MDLOps, simply set the Target Game to K1, hit the Select File button, change the drop-down to ASCII Model Files and load your ASCII, then hit Read and Write Model. That's it. If you want to use MDLEdit, set the game to K1, File -> Load, select your ASCII, wait for it to load into memory, then File -> Save -> Binary.
  13. DarthParametric

    What am I doing wrong with MDLops?

    Old MDLOps did some hackery to get models to compile. MDLEdit generally doesn't like anything compiled by it. Use MDLOps v1.0 to decompile it. It should retain backwards compatibility.
  14. DarthParametric

    What am I doing wrong with MDLops?

    MDLOps requires you to manually enable the head fix flag in its "Write Binary" settings. PFBIM decompiles fine with MDLEdit for me. You must be using an old version.
  15. DarthParametric

    What am I doing wrong with MDLops?

    S_Female02 is the supermodel for most male models. S_Female03 is the supermodel for females.
  16. DarthParametric

    What am I doing wrong with MDLops?

    Do not use v0.5. That is the old redundant version from years ago. Download either MDLEdit, or MDLOPs v1.0. What you need to do is decompile the source model to ASCII, find the appropriate binary K1 supermodel (S_Female02 in this case) and put it in the same folder, then load the ASCII and compile as a K1 binary model.
  17. DarthParametric

    Dantooine Jedi Enclave Landscaping

    I've been spending a bit of time in K1's Jedi Enclave of late. Running back and forth around the landing pad and inner courtyard reminded me of how much I hated those empty troughs, and how much better TSL's overgrown ponds looked by comparison. I figured I'd try and spruce up the K1 version a bit to create a bit more visual continuity between the two games. I've got some basic ponds set up: But I'm not super happy how they turned out. I'm going to redo the water lilies, taking a different approach (the way I did it seemed like a good idea at the time, but was kind of stupid). I need to darken the water texture a tad, and tone down the UV jitter. It's a bit too animated at the moment for what should be fairly still water. After that I figured I'd add a few vertical elements. Some reeds, maybe some water lily flowers. Possibly some water fountain VFX? Once the ponds are done, I thought a little bit of extra shrubbery here and there wouldn't go astray. I'm open to suggestions for other improvements.
  18. DarthParametric

    TSL Patcher - can't choose game folder

    After you click the Install Mod button, try pressing ALT + Space and then Enter, then tap the Left Arrow key repeatedly and see if the browse window appears from the edge of the screen.
  19. DarthParametric

    Dantooine Jedi Enclave Landscaping

    I was thinking of something like this for the empty troughs on the sides of the landing bay: Although currently the lightmaps are really flat. Need to fiddle around with them some more.
  20. DarthParametric

    Dantooine Jedi Enclave Landscaping

    Here are some other parts of Dantooine with everything greened up: I also decided to address one of the long time minor annoyances I've had. In the Grove, in the cutscene where Juhani freezes your party members the grass planes get extremely stretched. This is exacerbated when you replace the grass plane textures with something a little taller. So I decided the best solution was to extend the stone slabs out a little further and remove the grass from that section. Before: After:
  21. DarthParametric

    JC's Fashion Line I: Cloaked Jedi Robes for K1

    If you want K1 animations back for vanilla models, you'll need to first create new uniquely named copies of the vanilla supermodels (edited to correctly point to the new names) and then edit the relevant body models to point those supermodels instead. As JC pointed out though, that is likely going to create head animation conflicts, so you'd probably have to create full body models to get around it. Not super practical outside a couple of prominent NPCs.
  22. DarthParametric

    Emitter changes with MDLEdit

    For Dantooine, LL is ~2%, UL is ~8%. Despite that, you get a pretty heavy amount if you have more than a single flower head per quadrant.
  23. I would recommend overwriting a UTC every time over touching the TLK.
  24. DarthParametric

    Emitter changes with MDLEdit

    The grass plane textures are actually 4 textures in one. The probabilities determine the percentages of each quadrant that are spawned (upper left, lower left, upper right, lower right). You may find it easier to create the diffuse and alpha mask for each separately, then bring them together in a single image.
  25. You'd be better off just replacing the UTC outright.