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Posts posted by DarthParametric
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22 minutes ago, vault13deathclaw said:
000_Hand_Love
I don't see any references to it in either vanilla or TSLRCM scripts. The only "000_Hand" references I can see are to 000_Hand_Finale and 000_Handmaiden_Dead in 262TEL_Telos_Secret_Academy/a_kreatris. That's despite there being a bunch:
000_Hand_Angry
000_Hand_Atris_PC
000_Hand_Dad_Teach
000_Hand_Father
000_Hand_Finale
000_Hand_Love
000_Hand_Mom_PC
000_Hand_React_Evil
000_Hand_React_Good
000_Hand_Trial
000_Handmaiden_Dead
000_Handmaiden_Force
000_Handmaiden_Jedi -
Right click on the source child node, Copy Node, right click on target parent node, Paste Node as Copy:
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Yes, that's tk102's. FS just mirrored it here because the original host LucasForums/SWKnights went down.
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9 minutes ago, Reverse_Studios said:
FairStrides’ DLG Editor
You mean tk102's? I'm not aware of FS making any dialogue editor. DLGEditor can absolutely do node links.
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4 hours ago, RedPhoenix1991 said:
I suspect KOTOR 1 & 2 is more than difficult to make Mods for in my case
Well I already did half of it for you (or anyone else interested).
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6 hours ago, TCS said:
I recreated the model from scratch
Now throw some crud on it.
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Yavin itself is also a billboard (albeit a dome-shaped one), just like the Yavin outside the window of the station in K1. Might be useful to someone if they wanted to swap it.
/resources/art/fx/geometry/galaxy_map/texture/gal_map_yavin_dome.dds
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1 hour ago, Sith Holocron said:
a model of it might be in the MMO's files
There is not. I have posted about it previously (probably multiple years ago at this point), but TOR only has a simple billboard (a plane with an alpha-masked texture) of the station, not a model. It's just a little Easter egg as you fly past Yavin on your way to Yavin IV, you never actually visit it.
/resources/art/fx/geometry/cinematics/texture/cine_billboard_yavin_station_01.dds
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15 minutes ago, WildKarrde said:
the ship would nearly fill the hangar
Yeah, it's a bit of a squeeze, but it works:
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Depends on whether mesh splits along UV seams happen in KMax or MDLEdit/MDLOps. If the latter, that might explain things. Either way, unless the counts are wildly different, I'd just put it down to differences in implementations.
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31 minutes ago, WildKarrde said:
I'm half tempted to add a similar ship on the ground somewhere else to show off the rest of it...
The original intention of the model (which shows how old it is) was for it to replace the G-Wing on Dxun/Onderon in TSL. You could do that, although that raises the issue of take-off/landing videos. Or you could maybe put a hangar next door with it in on Onderon.
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1 hour ago, Klepto said:
the screen flashes black for a moment, which I think is the cutscene trying to play and something going wrong
The door's OnOpen script has to fire in order to set the boolean on the door (which is what happens). But somehow the script is terminating before it starts the dialogue. I plan to completely revise the triggering approach in the next version of K1CP to hopefully remove this issue permanently.
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It's Arial. You can tell by the Q stroke being wavy vs Helvetica's being straight:
White is font sheet, red is Arial text overlay.
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It's supposed to be Franklin Gothic, but they cheaped out on the licensing and used Arial (bold).
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14 minutes ago, RedPhoenix1991 said:
what would it take
Effort.
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What does the KBlender version look like?
3 hours ago, redrob41 said:I don't know if that has anything to do with it.
If you were running the game natively on a Mac (or Linux) it could potentially be a factor, but since you're running it inside Win 10 it should be irrelevant.
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I quickly checked the MDLEdit one in the character creator and it's fine?
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Try these: TSL_PMHC04_Test.zip
Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.
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5 hours ago, Luiz said:
somehow
I really would like to know how you people keep doing this.
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Damn, a decade since I did that thing.
Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density.
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3 hours ago, WildKarrde said:
Creating the lightmap UVs tends to be the slow part for me, but I would only need to do that once for both freighters
Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.
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6 hours ago, WildKarrde said:
I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals.
Shouldn't be a huge deal to add new lightmaps via KBlender. How many of them are there?
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49 minutes ago, Sith Holocron said:
Nar Shaddaa
Technically the Glorious Jewel is Nal Hutta. Nar Shaddaa was just one of its five moons.
Question about a global that I can’t find any activation for (spoilers for the end of KoTOR2)
in General Kotor/TSL Modding
Posted
In TSL they expanded on script functionality, so it's certainly possible to have a generic script that parses a string in the DLG to set a global.
However, I'm not sure I recall ever seeing something like that. I'm only aware of starting conditional checks, like so: