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Everything posted by DarthParametric
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Seems like it only supports up to OpenGL 1.4 whereas KOTOR uses 1.5 I believe. If you look at the log output there are a ton of functions it doesn't support even just loading into the main menu.
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Darth Revan "Reveal" Mask model
DarthParametric replied to The_Exile's topic in Knights of the Old Republic General
The stunt mask models are v_revmask1_dur/v_revmask2_dur, but basically they are just the mask chopped out of the full Revan model. It has been a while since I looked at the DLG for the cutscene, but possibly one is for the female stunt Revan body and the other for the male body, since one mask is rounder and the other narrower/taller. -
Remix is nVidia's program that allows you to inject raytracing and PBR materials into older fixed function pipeline games. Currently it only supports DirectX 8/9, although they have mentioned the possibility of adding OpenGL 1/2 support (which would include KOTOR) at some point in the future. The issue is that I gather they use DXVK as a wrapper, which doesn't support OpenGL, so they'd have to code that themselves. Here's nVidia's video on Remix using Morrowind as an example: Remix is actually in the game's original engine, which is what makes it so interesting. It basically sits between the game and the GPU.
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If using KTool then go to Tools -> Options -> Other and tick the box to have it check the Override folder for 2DAs. It will show your custom added row in the drop-down list then (may need to be closed and restarted). If using KGFF, look in the PropertiesList and find the property struct with the PropertyName value of 59 (Disguise property's row ID in itemprops.2da). The Subtype value is the appearance.2da row ID (would be 351 in your pictured example).
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The basic approach for a full body appearance like this is to set the UTI up as a disguise. It's the same way the space suit, underwater suit, Sith armour, and Sand People clothing works. In the UTI you add the disguise property, which points to an appearance.2da row ID to use as the appearance. In this particular case, the existing Mando rows are set up to use set "racetex" texture overrides (N_Mandalorian01/02/03), so you'll need to create a new row that duplicates one of the existing ones but points to your own custom racetex variant. Since you've already got a mod that does exactly what you want, the best starting point is to poke under its hood and see how it works.
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You don't need to got to the trouble of using TSLPatcher for testing purposes. Create a MOD of the vanilla module (.rim/_s.RIM plus _dlg.erf for TSL) with ERFEdit, copy it into the modules folder, then add your edited UTC/s to the MOD. Remember that once you enter a module for the first time its content is stored in your save file. So typically you'll want a save before entering a module for the first time. That's less relevant if you are spawning creatures via script.
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I use TLK2XML in Xoreos Tools personally, and XML2TLK afterwards to turn it back into a TLK. https://github.com/xoreos/xoreos-tools/releases/latest To convert to from TLK to XML use: tlk2xml --kotor tlkname.tlk tlkname.xml And to convert from XML to TLK use: xml2tlk --kotor tlkname.xml tlkname.tlk Unless you renamed it, "tlkname" is presumably going to be "dialog".
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Seems like this is due to all of the sound strings being padded out to the same length with spaces. Must be some formatting thing from whatever editor Gimmick used. Seems like the only practical solution to fixing it would be to convert the TLK to XML and then in Notepad++ use RegEx to find and remove the spaces in the sound=" " bits. Edit: Thanks to @Kexikus, you can use the RegEx string (sound="\S*)( +)(") and replace with $1$3 The important thing to note is switching the search mode to Regular Expression down the bottom of the window:
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Using Holocron Toolset's GIT editor is the easiest way. Select the game from the drop-down on the main page, switch to the Modules tab, select the appropriate module from the drop-down list, expand Module Data and double click on the GIT to open the GIT Editor. That will give you a top-down view of the module's layout with all the starting objects. But be aware that many encounters are scripted, so certain creatures may not exist on the map by default. It's important to note that you should pretty much never dump edited UTCs (or any other template) in the Override folder, especially for TSL. The only exception is for global templates. This is because TSL is notorious for reusing UTC ResRefs across modules, although even K1 does this to some extent.
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7z and rar files problems on Windows 11
DarthParametric replied to LordRevanJunior's topic in General Kotor/TSL Modding
Download and install 7-Zip - https://www.7-zip.org- 3 replies
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kotor1 Amazon Games's K1 Release sounds/movies fix
DarthParametric commented on th3w1zard1's file in Modder's Resources
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Heart of the Guardian and Mantle of the Force Recolor
DarthParametric replied to RevanFanMan's topic in Mod Requests
Well there's your problem. I don't think that exists. The MOTF double saber uses variation 7 not 8. -
Heart of the Guardian and Mantle of the Force Recolor
DarthParametric replied to RevanFanMan's topic in Mod Requests
Hex editing is no longer required. That was only back in the ye olde pre-v1.0 MDLOps days. These days you can decompile the model to ASCII with either MDLEdit or MDLOps, edit the ASCII in a text editor, then recompile. Or with KotorBlender you can just load the binary MDL directly into Blender, edit it in there, and export a new binary model. -
KOTOR1 in 3440x1440 modding journey
DarthParametric replied to Pops Maellard's topic in General Kotor/TSL Modding
I still need to fiddle with the lip sync for the Dantooine Ruins scene, but since that's horribly laborious, I decided to look at some of the other scenes. Here's a first crack at recreating the Star Map visions - albeit without the black spiderwebs/fog effect. It's not exactly 1:1, but close enough. With the animated camera setup done, it should be pretty simple to transfer it to the other three maps to capture their movies, and get the footage for the cross-fade during the revelation scene. Edit: Tweaked the setup a bit after working on the Kashyyyk map. Edit 2: Added the Manaan and Tatooine map sequences. One thing I don't understand is why they are so inconsistent. Some barely show the map opening before they end, others show the later section of the anim where you can actually see the galaxy map. I think it would probably be worth offering alternate versions that follow the Tatooine map's timing. Edit 3: Maybe the timing differences are because they used those same clips to create the Revelations sequence. I personally took a different approach in order to properly sync their animations and get a seamless transition between each shot. -
Depends entirely on the quality. As long as it doesn't turn out to be some Kaevee-level monstrosity, or worse, it's worth a try.
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MOD:Content Pack: Feats and Powers (K1 ver)
DarthParametric replied to TamerBill's topic in Mod Releases
I notice you don't appear to be using the neutral creatures fix to GN_RespondToShout in k_inc_generic, which is not ideal. It can lead to sequence breaks under some circumstances, and screwy behaviour in general. See the edit in K1CP's repository here. -
It's entirely possible, as long as you are willing to create custom stunt animations to facilitate it. But you don't necessarily have to make the whole thing from scratch. You can cheat a bit, as I did in that example, by taking an existing idle animation and then just editing the appropriate bits (like the right arm/hand in that case). In your case you could cheat a lot with existing anims. Have a shot from behind the player as they crouch down to pick up the datapad (have a look at Carth crouched down next to Saul on the Leviathan bridge for an example of how to do this). Then do a close-up shot of the player holding the pad where you basically only see the pad and the sides of the hands. That could probably be completely static, just a locked pose, which is pretty simple.
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Good catch. There are probably similar cases, but it's difficult to find a way to catch all those types of things without doing it manually.
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This is normal. Adjusting the map requires an exe hack. Last I head ndix UR had finally figured out the exact offsets, but he hasn't updated his WS menus mod as yet.
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Anyone is able to beta test at any time they want, simply by cloning the repository locally. Although it should be noted that TSLPatcher is no longer supported and HoloPatcher is now the required installer. If you want to try out the current build and test for bugs then you need to be quick. I will be starting my second 1.10.0 beta test playthrough this weekend, looking to have the final release ready by Xmas. Edit: As of this evening, I have wrapped up the last of the planned updates before I begin beta 2 this weekend. So if anyone wants to do a playtest, now is the time to jump in. But you'll need to be quick with your feedback, since I want to get the final release out by next weekend. Current changelog for v1.10.0:
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[Request] K1 Dantooine Bridge Lighting UV Mapping Repair
DarthParametric replied to ConansHair's topic in Mod Requests
Interestingly both MDLEdit and MDLOps crash when trying to load or compile the exported ASCIIs. Someone proficient with Blender will have to do it in KBlender. Perhaps @WildKarrde could take a crack at it. -
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Now do it in Aurebesh. By the way, I wouldn't say that level of detail doesn't have a place, as long as you are willing to go the extra mile to facilitate it. In other words, create a cutscene where you actually get a chance to show it off. I am doing a vaguely similar sort of thing with comm messages (which hopefully I'll get around to finishing next year some time).