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Posts posted by DarthParametric
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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).
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Whether or not you'd consider it a "tutorial", I think it would be useful for people to demonstrate certain things explicitly (meaning in a video most likely).
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This might be of interest. Bioware's reinterpretation of the mask/helmet for their MMO The Old Republic:
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56 minutes ago, Janin said:I was unable to find a git repo for HoloPatcher
It's part of PyKotor - https://github.com/NickHugi/PyKotor
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Install the KOTORBlender addon so that you can import MDL files.
You can extract models and textures from the game files with a variety of tools, but I'll save you the trouble on this occasion: K1_Revan_Mask_VFX_Models.7z
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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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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.
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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:
1 hour ago, N-DReW25 said:out of engine
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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You're looking at the unpatched UTI by the looks. If you install the mod, or just look at changes.ini you'll see that it adds a custom appearance row with N_CassusFettB01 as the racetex and patches the UTI to point to that. But yes, your summary at the end there is correct.
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MOD:M4-78 Enhancement Project
in Mod Releases
Posted
Sounds like it is trying to load a model that doesn't exist or is broken. Most likely an appearance.2da issue.