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Posts posted by DarthParametric

  1. I noticed I made Obi-Wan's TPM saber for someone at some point around 2016. Was that you UP? It was marked as "TEST" and there was only a TSL version. Anyway, I created a new TSLPatcher setup and recompiled the model with some minor tweaks to it and the texture. Available as a unique and vanilla blue hilt replacement.


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_TPM_Lightsaber.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_TPM_Lightsaber.7z

  2. Ugh, now you've got me on a saber kick. Here's a new one - Luke's "V2" saber from ROTJ. This is more or less the actual hero, since this is the one used for hanging off his belt and any non-stunt/combat shots. It's actually one of Obi-Wan's stunt sabers from ANH (notably in the scene where Vader gives him the chop), hastily pressed into service after they started filming with an ESB Graflex before realising that Luke was supposed to have lost that on Bespin...  It's notable for being ratty as hell, covered in gunk and worn and flaking paint, with gaffer tape around the neck to stop the emitter from rotating and holes in the pommel/booster area plugged up with some random bits. A few other Obi stunts were also used, one of which, the short-bladed "Yuma" hilt used during the sail barge fight (where Luke gets shot in the hand), was later cleaned up, repainted, and given a custom control box to become what most people know as the hero for reshoots. It's only seen in a single shot, the insert shot of Vader twisting it in his hands on Endor. It was also used in the cut cave construction scene, which was later made available on the Bluray release.


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ROTJ_V2_Belt_Hanger.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ROTJ_V2_Belt_Hanger.7z

    Doesn't look so flash in-game, since you can't really resolve a noisy texture like that from a distance, but eh.

    • Thanks 3

  3. There's not a mod that does that specifically, although it wouldn't be hard to make it. There is a mod that adds a lookalike set of his robes, although they are not 100% exact since, at the time the mod was made, porting between K1 and TSL was against the rules. There's also a slightly different set of textures available for it.

    Now that porting is allowed, Jolee's original model/texture could be done (but don't hold your breath).

    • Light Side Points 1

  4. @Untold Prophecy, I just discovered I apparently made a meal of the 2DA setups in prior uploads, resulting in the Luke and Vader sabers probably causing a crash if you try to play around with the unique variants at a workbench. I've (hopefully) sorted that out now. I've tested all of them to confirm they work properly at a workbench and have reuploaded them (same links above). You'll have to revert upcrystals.2da before reinstalling. If you don't have a backup you'll have to manually edit it to remove those rows. And you might have to remove any existing hilts/crystals from your inventory and re-add them. Apologies for the screwup/s. Edit: The TSL version of the Anakin AOTC suffered from it as well it seems. Also fixed that.


    I realised all my old sabers that are on my site probably had their UVs mulched by MDLOps. I can't be assed dealing with most of them, but the Henchman was possibly my favourite of all the hilts I ever made, so I decided to redo that one at least. The original was blue, but I made the new incarnation green since I already posted a bunch of blue ones. Available as a unique and vanilla green hilt replacement. There's also an optional weathered/damaged texture, which was part of the original request.


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Henchman_Hilt_v2.0.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Henchman_Hilt_v2.0.7z

    I was thinking that since you are compiling lists of hilts, it might be a good idea to make a table of model variations to see which ones clash. Can probably put it up on Github or something.

    • Like 1

  5. I noticed I had a half-finished Vader ANH hilt from a few years back. I think I probably used that as the basis of the Anakin AOTC hilt, but then never got around to finishing it. So I put together a texture for it. Available as a unique and vanilla red hilt replacement. I think oldflash already has a Vader hilt in his movie hilts pack, but from memory it was the ROTJ version which I dislike (it was a Graflex bastardised to look kind of like an MPP).


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Darth_Vader_ANH_Saber.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Darth_Vader_ANH_Saber.7z

    And since I mentioned it and I don't recall whether it was posted publicly or not, the said Anakin AOTC hilt:


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Anakin_AOTC_Saber.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z

    • Like 2
    • Thanks 1

  6. I was going back through some older discussions on Discord trying to find something and along the way I found this half-finished hilt that I slapped a simple texture on to for an example of how to generate various baked maps. It wasn't really meant for endusers, but I figured it might be of interest to someone. It's only set up as a an override of the blue single hilt, so you'll need to edit it yourself if you want it in different colours or as a unique option.




    • Thanks 1

  7. Odd. I added a shadowcaster mesh (i.e. set to cast shadows but not render). It didn't actually work - it seems even vanilla sabers don't cast shadows. But there were no problems in K1. But it seems TSL renders the shadowcaster, despite the render flag being set to false, which is what you are seeing there. I have removed that mesh in the TSL version so it is working as intended now. Redownload from the link above.

    • Light Side Points 1

  8. @Untold Prophecy: Luke's ESB saber (Dagobah version from memory), as requested.


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ESB_Lightsaber.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ESB_Lightsaber.7z

    Available as unique hilts and vanilla cyan overrides. Only tested very briefly in K1, but it seemed to be ok.

    And for anyone else with a similar unquenchable Graflex fetish, here's the ANH version as well:


    K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ANH_Lightsaber.7z

    TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ANH_Lightsaber.7z

    • Light Side Points 2

  9. Well for starters, just allowing the vanilla Bioware ones to work. Almost all vanilla scripts have debug outputs that are disabled by a simple check to see whether it is running on the retail/shipping build. If you can find out how to get that check to fail, that should allow for said scripts to pipe various debug info to the screen and also an external log file. Poking through the exe, you can see reference to "ProductVersion" and "PrivateBuild", which may be relevant.

  10. 3 hours ago, Blue said:

    I can't count how many times i've seen modders discouraged from attempting projects because other people think they are biting off more than they can chew. I know that if I would have announced this project when I was just beginning, I fear I would have received similar remarks from some.

    That's all well and good, just don't actually announce your project until you actually have something tangible. The internet is a graveyard of big idea projects that ended up going nowhere (I've been involved in some myself).

    Still, well done on progressing this far, although on my end I can't get past the initial player spawn-in in K1, or even past the initial class selection screen in TSL. Which is a shame, because I like that there appears to be the option to visualise triggers and so forth - that could be a very useful debug tool.

    I haven't given it more than a cursory examination yet, but the Forge component looks like it might be useful to ease people into modding.

    By the way, might I suggest an option in the settings to disable internet access? I'm not sure what you are trying to pull from Steam or DS, but I am not a fan of offlline applications that think they deserve unrestricted network access, especially without even asking first.

  11. Not sure what happened there. I thought I fixed it last time. Maybe the eyelids got accidentally reverted in the second version that adjusted the eyeball UVs. Try this version:


    I also smoothed out some of the bumps in her head (as much as was possible anyway, given the low poly count), since it looked like someone had taken a hammer to her. Presumably @Dark Hope will be interested in the update as well.

    • Like 2
    • Thanks 1
    • Light Side Points 1

  12. Movie-Style Holograms For Twisted Rancor Trio Puzzle

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram.

    You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods.


    • Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument
    • Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original
    • Adds emitter VFX
    • Only switch emitter light on when activated instead of always on
    • Repairs broken activation sound effects

    Known Issues:

    • Because meshes do not self-occlude, there are some artefacts when viewing from certain angles.
    • Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes.


    • Thanks to @bead-v for KOTORMax and MDLEdit
    • Thanks to @ndix UR for TGA2TPC
    • Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)


    • Like 1

  13. You can specify functions in an external script (an "include") which the compiler will pull in during compilation. Bioware's compiler also pulled in every global constant specified in any includes, regardless of whether they were needed or not. And since the planetary includes (what you are seeing there is from k_inc_end) tend to have a bunch of globals, compiled scripts are typically full of useless garbage. You'll know when one of them is used, as you'll see something like

    CreateItemOnObject(stringGLOB_12, OBJECT_SELF, 1)

    Like anything else, working with scripts is just about practice. Look at enough scripts and you'll start to decode how they work, and recognise certain patterns. For example, any time you see a script that has a function from an include ("sub") with a few if statements that include "GiveXPToCreature", then you'll know that is UT_SetPlotBooleanFlag from k_inc_utility (and that UT_GetPlotBooleanFlag is almost certainly one of the other functions). Eventually you'll be able to clean up source to bring it back to what it would have looked like originally, sometimes taking a multi-hundred line script and paring it back to just a few simple include functions (OnSpawn scripts being a great example of this).