DarthParametric

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Posts posted by DarthParametric


  1. 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.


  2. 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.


  3. 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.


  4. 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).

    • Like 1

  5. 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.

    Revan_Stunt_Mask.PNG.cd4ec787c0331806d98f1208c7db3223.PNG     Revan_Stunt_Mask_2.PNG.e14b76d75615bc0de6663618547bb1a8.PNG


  6. 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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  7. 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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