DarthParametric

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Everything posted by DarthParametric

  1. I have a fix for it. Will add it to the Endar Spire Hull Fixes mod shortly. But I can run you through how to replicate it if you want. The solution is in fact a copy and paste, of sorts.
  2. It is a model problem. You can see the furthermost light socket in your picture has a redish pink interior. The problem light sockets lack a copy of that mesh for some reason.
  3. Looks like there are three light sockets along that length of hallway that are missing the inside meshes.
  4. I am old and probably need glasses, but I'd still dispute that assertion. To me the differences are so subtle as to be more or less imperceptible without multiple back and forth comparisons. And from the range that you would generally see a Trooper you'd never tell the difference.
  5. You must be looking at something different, as there is no discernible difference with or without it as far as I can tell. We were discussing this a week or so ago on the Discord channel, looking at it in TSL. My conclusion was that neither game bothered using it because it added nothing of value.
  6. For TSL there is Darth333's WhereAmI armband - http://www.starwarsknights.com/mtools/whereami206.zip For K1 I believe Star Admiral's Utility Armband provides the current module name - https://www.nexusmods.com/kotor/mods/1076 Edit: Oh, sorry, you want the specific room model name. I don't think that is possible to derive directly in-game, only the current module. You'll likely need to load up the entire layout in Max/GMax.
  7. It's not a texture problem, it's a model problem. You can see the loin cloth on the ground at one point.
  8. Poking through the module, the dialogue used for that scene is part of dan13_zhar.dlg. That first line, "Ah, so you are the one who rescued Bastila." fires script k_pdan_zhar08: void main() { ActionPauseConversation(); ExecuteScript("k_pdan_player03", GetFirstPC(), 0xFFFFFFFF); ActionWait(12.0); ActionResumeConversation(); DelayCommand(2.0, SetDialogPlaceableCamera(37)); DelayCommand(6.0, SetDialogPlaceableCamera(2)); } And k_pdan_player03 is: void main() { ClearAllActions(); ActionJumpToObject(GetObjectByTag("wp_pc_start", 0), 1); ActionMoveToObject(GetObjectByTag("dan13_WP_council", 0), 1, 1.0); } Perhaps that is the problem - there is no command to face the player. But scripting is not really my thing.
  9. It can happen in conversations where the character is scripted to face towards a the party but the script chooses a party member that is off in another room. In this instance you'd expect the script to be looking for the player specifically, but you'd have to check the DLG for that scene to work out the specific script that is firing. I'd guess it is probably some generic global script, not a module-specific one, which could be the problem.
  10. Much the same way. It's just two bandoliers, so shouldn't be too difficult. Chuundar is probably more troublesome. I'll probably have to model that necklace from scratch.
  11. Do people actually read the mod descriptions I post?
  12. The belts were derived from one of Bowdaar's customisations: It was chopped up, scaled and conformed to Jakarro's body, then new geometry was added to hide any backfaces.
  13. View File Get a Grip! Zeison Sha Armour Male Model Fix This mod addresses an issue with the vanilla Zeison Sha armour model for males (PMBMM). It appears something happened during its creation by Obsidian that results in the left hand being unable to reach far enough across the body to properly perform a two-handed grip during weapon animations. The model was also undersized compared to the other male models. Fixes: Scaled the model 102% to bring it in line with the height/size of other medium male models Adjusted some hand and wrist skin weights to minimise bad deformation Swapped to the PMBNM rig to alleviate left arm position/rotation issues Known Issues: It seems like swapping to the PMBNM rig may have traded one set of issues for another. There appear to be some deformation problems with the right hand that aren't present when using the original rig. I may swap to a third rig at some point to see if I can find a better solution. The dual melee wielding animations still suffer from the vanilla bug of the off-hand clipping through the hilt. Download @JCarter426's Supermodel Fix for K2. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for pointing out the issue and testing the various fixes Thanks to @bead-v for KOTORMax and MDLEdit Submitter DarthParametric Submitted 09/05/2018 Category Mods TSLRCM Compatible Yes  
  14. Version 1.0.0

    1,235 downloads

    This mod addresses an issue with the vanilla Zeison Sha armour model for males (PMBMM). It appears something happened during its creation by Obsidian that results in the left hand being unable to reach far enough across the body to properly perform a two-handed grip during weapon animations. The model was also undersized compared to the other male models. Fixes: Scaled the model 102% to bring it in line with the height/size of other medium male models Adjusted some hand and wrist skin weights to minimise bad deformation Swapped to the PMBNM rig to alleviate left arm position/rotation issues Known Issues: It seems like swapping to the PMBNM rig may have traded one set of issues for another. There appear to be some deformation problems with the right hand that aren't present when using the original rig. I may swap to a third rig at some point to see if I can find a better solution. The dual melee wielding animations still suffer from the vanilla bug of the off-hand clipping through the hilt. Download @JCarter426's Supermodel Fix for K2. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for pointing out the issue and testing the various fixes Thanks to @bead-v for KOTORMax and MDLEdit
  15. Got a Zaalbar variant, although I'm still fiddling with the textures: I also need to figure out what to do about the eyelids. The face structure around the eyes doesn't line up well enough with the original to get a decent blink. I might have to edit the animations, ugh.
  16. Testing out the feasibility of some alien model replacements:
  17. So going back to the bone limit issue, it definitely seems like in K1 at least that 18 or more bones on a mesh is not possible. I am testing a full body model and I had split apart the head/torso/arm meshes to sidestep the bone limit but I didn't pay close attention and had some stray weights on the head and split the arms off one ring of verts too low. That meant the torso ended up with weights for the two lower biceps for a total count of 17 bones. Interestingly I noticed no problems with this mesh. However, the head had stray weights from both collar bones, resulting in 18 bones. This caused the previously described verts stretching to the model base's 0,0,0 (appeared to be verts weighted to the right brow). I went back and had a look at the vanilla Holo Vandar (C_HoloVandar) and Revan (N_DarthRevan) models, as I had previously reported that those both had meshes with more than 16 bones and yet worked fine. Vandar's head mesh has 17 bones and Revan's torso mesh has 17 bones. So it seems to me the bone limit is 17, not 16, but that is definitely the upper limit. On a different note, I noticed when loading a binary model into MDLEdit that the bones listed for a given mesh were wrong. It looked like that old index issue where it was being wrongly assigned things like dummies (camerahook, etc.) and other skinned meshes. This appears to only be a cosmetic issue inside MDLEdit however, as decompiling the model resulted in the same mesh in the ASCII having the correct bones.
  18. Well "modern" in the sense of stuff that was bog standard about 10+ years ago, but is still streets ahead of what Odyssey does. Actual discrete specular maps for one thing. Breaking apart the intertwining of bump/normal maps and cube maps for another. Nothing crazy. Basically the level of stuff they had in Odyssey's successor Eclipse would be fantastic. I'm not sure how far along Xoreos is with implementing Eclipse stuff, but there might be some info to be had there. Btw @DrMcCoy I didn't intend that to as quite as harsh a slight against Xoreos as it obviously came across as. The last build I tried was Chodo, which is probably an unfair comparison as I see you have a new build out now. I'll have to give it a spin. Phaethon sounds interesting as well. Maybe @bead-v @VarsityPuppet @JCarter426 should consider putting their efforts towards expanding that for their needs rather than creating something from scratch.
  19. Still using OpenGL I take it? I'll be curious to see the outputs of your finalised renderer and how/whether it improves over Odyssey (mostly when it comes to custom content). Particularly whether or not it could be altered to the point of adding additional, modern functionality.
  20. Ye gods, Javascript. Although it does seem to be the flavour of the month. You seem to have made remarkable progress with it. Looks far more complete than Xoreos does, at least the last version of it that I tested. It seems like there are noticeable rendering issues with VFX and transparency. You might want to talk to @ndix UR about those. And no combat yet by the looks. What would put the rough completion percentage at? I think you should make that derpy Atton grin the logo for the project.
  21. You don't need to finish Tython. You can teleport to an existing Stronghold as soon as you get out of character creation and the initial cutscene. Just go to the Stronghold list in the UI (or hit the "U" shortcut key). And you can teleport back to where you came from via clicking the "Exit Area" button above the minimap: It will pop up a dialogue with some choices of where to teleport to.