DarthParametric

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Posts posted by DarthParametric


  1. The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.

    • Like 2

  2. 14 hours ago, Dark Hope said:

    It's hard to say that the experience was successful

    Are you using an old version of the mod? I changed the name of the tank glass in the last version.

    Edit: @Dark Hope: I had assumed you would have provided your own textures from the templates I provided in an earlier post. Salk also got invisible consoles without the textures, which is odd. Anyway use these. Also includes the tank glass textures from the original mod. TOR_Med_Console_Textures.7z

    If you installed the mod first and then extracted the archive above into the Override folder it should work fine:

     

    KotOR0000.jpg.0c9295b97ea0811951ad5898936528dd.jpg

     

    KotOR0001.jpg.44f6d1df3c188206c8d7ca06bc20ac14.jpg

    • Like 1

  3. On 3/9/2024 at 5:49 PM, Dark Hope said:

    Animation on glass

    I dunno, that looks kind of weird to me just being on the glass. Maybe I should make you a version of the room model where the tanks have an external control panel/display. Something like what the TOR kolto tanks have:

    swtor-spacers-kolto-tank-decorations.jpg.68469e96df3e2dd301413f790dd96c62.jpg

    Edit: Here's a medical console pulled out of a different TOR model as a possible example:

    Medical_Console_Idea.png.fda81b6811d45cad859fa32ded9f341b.png

    • Like 1

  4. 23 minutes ago, Revanite said:

    via .utc to Override

    Never do that, for any GFF or script, unless you are explicitly overriding a global file.

    24 minutes ago, Revanite said:

    save it as a .mod file to place it in the modules folder

    Yes, this is the correct approach. However, since you only mentioned the _s RIM I assume you forgot the other RIM. A vanilla module comprises two separate RIM files. The contents of both are required in a MOD. The _s RIM contains all the scripts and GFFs, the other RIM contains the ARE/GIT/IFO.


  5. In TSL players only use the medium (M) body models. The large (L) and small (S) models are leftovers from K1 where the three starting classes (Soldier, Scout, Scoundrel) each had different heights.

    As far as the actual body variants go, A is the underwear model, B is the clothes model, C/D/E/F/G/H are the armour models, I/M/N are the robe models, J is the Revan/Star Forge robes model (unused), K is the flight suit model, and L is the female-only dancer outfit model. By default the TSL player rows use the commoner clothing model for the B slot - N_CommM/N_CommF.

    I would highly suggest that you do not reuse the vanilla names for custom body models. Unless your intention is for everyone to use said model/s. If you replace N_CommF for example, every female NPC in the game wearing clothing will use your model.

    Also note that textures will require a number in their filename which is linked to the variant in the UTI for the associated clothing/armour/robes. The texture name specified in the appearance.2da slot excludes the numbers. So, for example, the female player B slot model has "N_CommF" in the texb column. If you equipped clothing variant 1, the texture used would be N_CommF01, etc. But note that the texture variant in the UTI doesn't necessarily match the ResRef (filename) of the UTI. For example, g_a_clothes08.uti uses texture variant 7.


  6. An easy trap for new players. While both games share the basic model format, there are differences in the binary file, so they're not cross-compatible without being recompiled for the specific target game. KBlender defaults to K1 being the target output format.


  7. You're lacking the other includes. From k_inc_end:

    #include "k_inc_utility"
    #include "k_inc_generic"

    You'll need k_inc_end.nss, k_inc_utility.nss, k_inc_generic.nss, k_inc_gensupport.nss, k_inc_walkways.nss, k_inc_drop.nss.

    I would suggest you edit your target script to incorporate the include functions directly to avoid a whole bunch of unnecessary crap.


  8. The KBlender thread isn't the place for general modelling questions. I''d suggest you search for existing threads for info or create a new thread asking about it. But to answer your specific question, the root (i.e. world zero) of the head model is attached at the headhook in the body model. Adjust your head mesh to match one of the vanilla heads (particularly note the bottom ring of polys/verts on the neck where it will mate with the body).