DarthParametric

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Everything posted by DarthParametric

  1. I don't have any concrete plans, just trying some stuff out. I would assume it would just be a vanilla droid replacement, but I'm open to suggestion in regards to which it might be in either or both games. There are probably some background droids wandering around levels that only have one or two ambient lines that would be easy enough to re-voice from scratch. There are some like that in Taris upper city as I recall, for example. Yes, there are three texture variants, although one of them isn't much chop. I was planning on doing the gold version as well.
  2. Yeah but that's the only one in either game.
  3. I debated whether or not to post this in the droid thread, but seeing as this is a direct port and not my own work I figured it more rightly belonged here. Scorpio, Imperial Agent companion from TOR, as a protocol droid: The shoulders are a bit wacky because of the width of the vanilla protocol droid rig. I had to do a lot of vert shuffling to try and match its long monkey-like arms. I widened the torso, but there's still a bit too much of a gap in some animations. But I didn't want to go too far or it would distort the proportions too much, and result in clipping problems. If it was going to be actually used in either game, it would probably need some new female VO. Would pitch-shifting the vanilla VO be sufficient?
  4. They all have some sort of device at the back of the neck/head: I did consider adding a tank, but they already clip with a lot of hair, so adding more junk isn't likely to make things better. And there is no way to make them a skinned mesh outside of incorporating them into the head model (or going for a full body model), so trying to add stuff that extends past the head is pretty much a non-starter. Perhaps that could be an option for a specific NPC version. I was thinking about maybe trying something akin to the Cad Bane look, since there is also that style of hat available in TOR.
  5. With this wave of new members joining in recent times, I have to wonder if perhaps turning on manual moderation of the first half a dozen or so posts for new accounts is in order. There seems to be a pattern of necroing old threads, posting in the wrong forums, etc. that could do with a firm guiding hand.
  6. Last time I tried doing it in KOTORMax, the result in-game was pretty stuttery for even a simple, slow pan of a only a couple of meters. While your video example is nausea-inducing, its movement is smooth (all the more impressive given the breakneck speed of the translations).
  7. A quick Google and here's the thread in question - I'm not sure that it was ever formally released, so you may want to poke @bead-v about its status and getting hold of a copy. Edit: Thread necromancy wasn't quite the type of poking I had in mind.....
  8. There's probably a strong argument to keep it pre-rendered just because even if you could jam everything into a single module, there's no way to do the transitions in-engine. With that in mind, you should look into that camera track generator that I seem to recall @bead-v was working on at some point. That would allow you to do those same rotating shots around the star maps as in the original video.
  9. To be honest it would probably be quicker for someone just to do it for you rather than try and guide you through the process step by step if you've never played around with level editing before. And as I alluded to above, I'm not sure how feasible adding the exterior Dantooine shot would be. Edit: And Manaan as well is pretty open. Perhaps you could make a thread somewhere - WIP forum maybe? - and break down every shot with details of the location. Module names, NPC and camera co-ords, etc.
  10. The problem is more the inconsistent size/scale of the head meshes. They vary fairly wildly, which is not ideal when making use of static masks/goggles, even if you went to the trouble of manually tweaking the hook position for each one.
  11. You could just do exactly what the game does for such cases, and have all the different areas as hidden rooms in one module. Although that might be a stretch if you want to keep Bastila on Dantooine.
  12. Here, I whipped one up for you: https://www.darthparametric.com/files/kotor/k1/[K1]_Invisible_Disguise.7z Just install it and then add it to your inventory via KSE (or console command). It's a belt, item resref is g_i_belt123.
  13. Ah, machinima. I assume you are puppeting it all manually in that case then rather than creating cutscenes? As I said above, the model needs to be recompiled for K1 in order for it to work. You could just create a new invisible model, since all you need is a rig with no visible trimeshes (and presumably no shadows enabled). Either way, if there is a proper row for it in appearance.2da then it should work.
  14. If you want to turn a player invisible, that's really not the ideal way to go about it - in either game. What is it exactly you are trying to do?
  15. You need to create a new row for it in K1's appearance.2da, copying across the appropriate values from TSL (bearing in mind the differences in columns). I gather you have already done that part. Then you need to create a new UTC for it. You can do this by duplicating an existing K1 UTC, changing the appearance, giving it a unique resref/tag, giving it appropriate feats, editing the inventory, etc. Look at c_lightsaber004.utc in 907MAL to see what Obsidian did. After that, you'll need to add it to the module's GIT to make sure it spawns in the module. Depending on what you want it to do, you may also need additional scripts and/or dialogues.
  16. The floating lightsaber is just a rig with animations, essentially an invisible hand. Treat it like any other creature or NPC. It needs a UTC with a lightsaber equipped on its paperdoll. And of course you need to recompile the model for K1.
  17. Another breath mask option: There's a lot of fixing required for some of these due to backface culling issues.
  18. Well it appears to be a greyscale bumpmap - albeit an odd one - rather than a tangent space map, but it converts to RGBA with a transparency mask in the alpha. But neither the diffuse nor bump have any TXI data that I can see. It was pointed out to me by @Salk in this thread. I believe I did mention it to you in a PM at some point. LKA_leaf01.7z
  19. Ah. I wasn't sure if the pics were before or after. But I guess I gave you a couple of fixes to add for the next update.
  20. And what exactly are said fixes? From the pictures I imagine something like: Removing Manaan airlock transitions Not highlighting new items in inventory? Fixing UV seams on random pipes on Tatooine? Czerka office? Making the alien hating guy on Taris a human? ?? No idea Turret sides don't extend to the edge of the screen in widescreen
  21. So you're saying it doesn't ever make use of an alpha mask for transparency, even though there's at least one vanilla normal map with an alpha mask? Although the map in question appears to be unused in the actual game, at least judging by the TXI semantics of its parent diffuse.
  22. Looking at the version I have here (v13), the left hand and thumb and the right fingers have inverted UV faces. As do the left arm, chest, right leg, left boot upper, right boot lower. Although the left arm is intentional presumably, as it shares UVs with the right arm. Edit: The boots are also overlapping, I'm guessing probably the original UVs? That sort of weird half and half inversion is typical of vanilla UVs.
  23. It's easy enough to remove from the TPC. It can simply be deleted with a hex editor, since it's just a text string appended to the end of the file.