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Everything posted by DarthParametric
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I will preface this by saying it is not a MDLEdit bug, but seemingly a GPU/driver issue. However, @ndix UR asked me to describe it here so that there is a record for future reference. Discord user Deltm reported an issue with my recent TOR Republic uniforms mod for TSL. They were having rendering issues with the hologram effect, like so: As with my previous hologram mods, these are both full body models, so the face meshes are part of the same model. It appears that the user's GPU, an nVidia GTX 970, is incapable of rendering the hologram effect on meshes using a normal map/tangentspace 1. The uniform meshes are ported from TOR and use a modified version of the source's diffuse texture and normal map (the rank bars on the captain receive the hologram effect because they use a different texture). This was fixed by setting the tangentspace flag to 0 and swapping the offending diffuse to one that didn't point to a normal map (i.e. TXI edit, or removal actually). I personally didn't experience the issue during testing on a 1080 Ti on Win 10. I haven't seen any other reports of this issue as yet, although the mod was only released recently and the download count is small.
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wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
You could add a water plane to the floaty art statues at each end of the walkway easily enough. Edit: Here you go - https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02b_02e.7z There was already a circular plane as the base, so I just duplicated that and repositioned/scaled it to make the water plane. The whole "pond" piece though is probably a tad high for water. It puts it at an awkward position to see it properly. Perhaps it needs to be moved downwards closer to the height of the central "trough".- 46 replies
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View File Cup of Caf Recovery Item for K1 This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound Submitter DarthParametric Submitted 08/27/2018 Category Mods K1R Compatible Yes
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Version 1.0.0
953 downloads
This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound- 1 review
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wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
It may also not work very well through the water. You should try setting the Render flag of the water plane to 0 and recompiling so you can get a good look at it.- 46 replies
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View File Movie-Style Rakatan Holograms This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible No
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View File TOR Ports: KOTOR Comic Republic Uniforms for K1 This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible Yes
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View File TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods TSLRCM Compatible Yes
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wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
It's just LTA_metal26 (or one of those) with an added alpha (inverted greyscale copy of the RGB) and a TXI pointing at an envmap. Edit: Here's a version with the sides of the bottom of the pond split out into a different mesh so you can change the texture. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v3.7z I have no idea what the UVs are like though, so it may not look great with complex textures. Look for node trimesh DPPondBaseSides- 46 replies
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DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
You can edit the ASCII directly in a text editor and reassign a new texture. Look for node trimesh Mesh04 (should be line #12776) and then change bitmap LTS_Bwall04 Don't change "bitmap2", which is the lightmap. After you have pointed it to a different texture, you can compile it with MDLEdiit. You can discard the WOK (which is the walkmesh), as the vanilla one is fine. It's easy enough to also split out the bottom of the grey surround if you also want to change the texture for that. In both instances though there might need to be a UV adjustment, depending on what texture/s you want to use. Edit: Oh, and you might want to try lun_water01 for the water. It's a dark blue. Probably won't need any editing of the pond bottom using that. The fountains are using PLC_FntnMtl which doesn't actually look metal at all. You could maybe try a stainless steel kind of look. Edit 2: Perhaps something like this: https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v2.7z- 46 replies
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DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
Should have uploaded this for you earlier. Here's the model if you want to play around with it. You can load the ASCII in KOTORMax. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c.7z- 46 replies
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DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
It probably needs some adjustment first. Testing of different water textures, maybe altering the textures of the fountain heads (they aren't lightmapped and are just using the placeable's texture). I'm about to head in to work for a few hours, but I'll play around with it when I get home. Plus there's the whole mod approval logjam (I think I have 3 already waiting for someone to hit the red button), so who knows when it would turn up.- 46 replies
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DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
Yes, you could edit the room model to add a water plane, maybe some fountain VFX nodes. That particular section of walkway would appear to be M02ac_02c. Edit: Here's a quick and dirty example. A simple plane with one of the Manaan pond water textures (not sure if it is the best option) and some emitters stolen from the metal fountain placeable and duplicated three times: I was actually thinking more in the vein of a traditional vertical type of fountain. I was sure I had seen something like that in one of the games, but it seems like there's nothing of that sort in K1 at least.- 46 replies
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Could be useful if it can generate triggers and so forth. You could essentially import the entire level into Max, rather than just the room geometry. Perhaps you could have the importer read the GIT as well as the LYT? You could place dummies for things like placeables and creatures.
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I think you are supposed to be able to build HK's personalised blaster there (which was cut from the base game), but I can't remember exactly. You can however add it with KSE either way.
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The HK Factory is pretty badly balanced. You may want to just cheat yourself in a bunch of shields with KSE so you can finish that bit and get on with the rest of the game.
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Version 1.0.1b
2,719 downloads
N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
Version 1.1
3,292 downloads
This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
Version 1.2.1
23,568 downloads
This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. -
Go back to an earlier save and make a bunch of energy shields at a workbench.
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I mean it is not about skins with alpha 0.5 being above trimeshes with alpha 1.0. All the trimeshes also have alpha 0.5 (at first I thought it was just the eyeballs/lids, but it is everything). I think the general rule must be if a skin node has alpha <1 then it must be above all trimeshes, regardless. Paging @ndix UR. Edit: Food for thought perhaps. Unlike the vanilla holo Dodonna and Vandar, the vanilla holo Rakata is classified as an Effect, not a Character. Is this of significance? I changed my custom one back to Character.
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Son of a bitch. That works. And that's with the eyeball and lid trimeshes also having alpha. Actually every single node has alpha 0.5 because I was lazy and did a find & replace in the ASCII. So now the million credit question, why?
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Huh, you may be on to something. I just tried editing the vanilla holo Rakarta model, moving all skins above the trimeshes and adding alpha 0.5. It didn't crash. Bizarre. Even though the vanilla holo Dodonna model has all its skins at the bottom of the hierarchy and uses animated alpha without crashing. This partially explains an issue I reported in my initial testing, that I was getting crashing with one hierarchy arrangement, but then the crashing stopped when I split the head mesh up further and further swapped around the hierarchy. I wonder if it is a specific mesh.
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In the vanilla model? Where are you seeing that? I don't see that in MDLEdit or the decompiled ASCII. The skins are at the bottom of the hierarchy, same as pretty much any other vanilla model.
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I know that the Dodonna and Vandar holograms (c_holododonna and c_holovandar) have animated alpha to fade in and out their holograms during a couple of animations. I switched those to use a base mesh alpha of 0.5 and didn't get any crashes. Not sure on others. Nothing that instantly springs to mind in K1. Edit: Just (literally) dusted off an old laptop and tested my fully alpha'd up version on XP running the 4CD version and it doesn't crash. So some sort of OpenGL or other modern system issue I guess.