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Posts posted by DarthParametric
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Yes, TPCView is the preferred tool for converting TPCs.
In this specific case, the TXI data is:
blending additive envmaptexture DP_CM_TnkGlass
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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:
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15 hours ago, Dark Hope said:it would be cool to see and start editing in the game
The lightmaps are splotchy and unoptimised, but try this for in-game testing purposes.
Taris_Upper_City_Med_Clinic_Tank_Panel_Test.7z
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Here are some UV templates and a test model you can use in a model viewer or KBlender, etc. if you want to play around with it.
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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:
Edit: Here's a medical console pulled out of a different TOR model as a possible example:
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1 hour ago, Dark Hope said:one personality has 2 faces
That should be fixed in K1CP.
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Sure, go ahead. You'll want to test them in-game first to make sure they work though as I didn't do that. Also the UVs might need to be tweaked to suit your textures.
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23 hours ago, N-DReW25 said:Now all we need is a mod which makes the Stun Sticks round
Try these: K1_Stun_Batons_High_Poly.zip
The variant 3 model was actually using the variant 2 texture, so I switched that.
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Sounds like it is trying to load a model that doesn't exist or is broken. Most likely an appearance.2da issue.
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Hrm, guess that was the improved version. I probably should work on it more. Not that I suppose you'll get too close to it in-game.
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Nah, not talking about the datapad. The arm is still the same. That stump is just two polys. I thought I gave you a version that was a bit less angular and low poly.
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46 minutes ago, LORD SPARTAN said:arm version
Hrm, that looks like the first arm. Didn't I give you a better version of that with a slightly less half-assed stump end?
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If you extracted the files, just create a new MOD from scratch and then drag and drop the files into it, then save.
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You didn't save it correctly. You saved it as an ERF and then renamed it rather than saving it as a MOD. You can tell by looking at the file's header in a hex editor.
There's a filetype drop-down in ERFEdit's save dialogue:
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Attach your MOD file.
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23 minutes ago, Revanite said:STUNT_19_s.mod
It's named incorrectly. Drop the _s. It should just be STUNT_19.mod instead.
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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.
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1 hour ago, N-DReW25 said:Any other modder correct me if this is a bad idea
Lip files should be universal, since all they are is a list of mouth shapes. The individual models have the appropriate animations to suit their particular brand of lip flapping.
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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.
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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.
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Did you tick the TSL box in the export window in Blender?
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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.
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Are you using the TSLPatcher-specific version of nwnnsscomp, or some other version?
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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).
Mod request/question
in Mod Requests
Posted
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.