DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. Right click on the game folder, choose Properties, uncheck Read-Only, hit Apply. And you really shouldn't install things in Program Files. That just causes problems.
  2. That's the usual behaviour for default UVs when creating new geometry. They probably never bothered manually unwrapping that object. I'd advise against the unwrap for that top object. While splitting apart the polys like that will eliminate any stretching or compression, it will be a real bastard to texture unless it is just a flat, solid colour. Is that like a half-sphere or something?
  3. Just tested with the Visas head and it does indeed appear to work. Hurrah!
  4. As I mentioned in another post a while back, they were likely using Max 4 at the time, which is basically what GMax is (it's just v4 with some of the features ripped out). Max's UV tools aren't fantastic, but they certainly aren't bad enough to excuse some of the work Bioware came out with. I have to wonder whether some of it was automated via script or something.
  5. And then you see some of the layouts Bioware shat out for K1 and you wonder how is that the work of a professional development studio?
  6. The version of Windows has no impact on the resolution, only what difficulties you'll have in getting the game to run properly. Using UniWS (and subsequent patching using @ndix UR's mod for K1) is no different whether you are using 7, 8, or 10.
  7. Those are just the reskins/rework of Jolee's robe. Again, they use the same rig and require no special preparation. The only thing to note would be using the female supermodel for the female version. Edit: Like so: The ones that won't work are N_DarkJHiM/N_DarkJHiF, as they are a variant of PMBMM/PFBMM and thus have a skirt requiring the TSL rig and animations.
  8. @eNoodles: You seem to be making your life unnecessarily difficult. The TSL Sith Assassin is just a mildly reworked Sith Trooper. It has an identical rig. It's a simple case of just compiling against the K1 supermodel. There is no special technique required. As JC suggested, make sure you are not decompiling the binary via KTool. I would advise anyone working with models to extract the entirety of model.bif (also player.bif for K1) to a folder on your HDD. Then you can easily fish out the particular binary models you need and decompile them properly. I would also second the suggestion of using MDLEdit for new users. MDLOps is more or less a black box. You feed it something and it either works or it doesn't - it provides very little in the way of feedback. MDLEdit is a bit more communicative and will typically let you know when you are doing something wrong. They are in models.bif, along with most of the other models. As above, and as I have suggested to you previously I believe, I would recommend you extract the entire BIF instead of using KTool every time.
  9. I can go back and edit initial posts and add polls to threads from 3 years ago, so it's not some pre-update thread thing. Possibly there is a thread length cutoff seeing this is 9 pages. You'd have to ask @Tyvokka
  10. @Tyvokka The site has cleared porting, but where do you stand on the all important issue of jailbait mods?
  11. I can take a sledgehammer and smash two metal objects together until they sort of fit. That doesn't mean I'd be advising other people to do the same. New users should be taught how to do things properly. One reason why that wiki sure would be handy....
  12. You only want to be using the supermodel for the game you are compiling for. If you are compiling for K1, use K1's supermodel. It should also go without saying that the model must share the same rig as the supermodel. You can't use TSL robes with K1's supermodel, as they have different rigs (all the extra bones Obsidian added for the flappy bits).
  13. B is what it should be, body-only. F is full body (i.e. integrated head).
  14. And what is the value of the modeltype column? The supermodel is S_Female02. You need a copy of the binary supermodel in the same folder as the ASCII model to compile against. You should get a warning if you don't. What are you using? MDLEdit or MDLOps?
  15. The supermodels contain all the animations. You've obviously grabbed one of the walking/running animation mods. Delete them all from the Override if you want to return to the vanilla animations.
  16. If it is being used to replace the Dark Jedi, that's a full body model, so doesn't use a head. The appearance.2da line would need to be amended.
  17. I'm not sure what it is exactly that you are having issues with, but check your Override for supermodels: s_female01.mdl/mdx s_female02.mdl/mdx s_female03.mdl/mdx s_male01.mdl/mdx s_male02.mdl/mdx
  18. That's really something you should be directing to @ndix UR. It would be better to update the existing mod rather than make another one. Also, please don't needlessly quote the entirety of large posts like that. It just clutters the thread and makes it harder to read (and it's also a pain in the ass if I want to go back and edit things). If you want to bring something to the attention of a post author then quote a specific line or just use the @ symbol with their username to tag them.
  19. Today is the 49th anniversary of the moon landing, July 20 1969. Kind of lame how far behind we are in space travel. When I was a kid growing up with the early days of the Shuttle program, having models of it hanging from the ceiling of my bedroom, I figured we'd well and truly have giant space stations and moon/Mars colonies by this point.

    1. ebmar

      ebmar

      Pink Floyd's "Dark Side of the Moon" playing in background.

    2. Mutilator57

      Mutilator57

      Well it only took Australia until now to create a space agency but hey, better late than never!

    3. DarthParametric

      DarthParametric

      They were talking about building a spaceport at the top of Cape York about 20-odd years ago. If they'd have done that we'd actually have a functional space industry now, rather than just thinking about how it might be nice to have some time in the future.

  20. Here you go: https://www.darthparametric.com/files/kotor/k1/[K1]_Player_Head_TSL_PMHC06_For_K1.7z I completely forgot until making this post that @ndix UR had already fixed this model previously for TSL, so I ended up reinventing the wheel a bit there (I didn't look at the hair mesh verts though, so I might need to go back and check those). I also hex edited the TPCs, adding the blending punchthrough TXI semantic, which seems to be necessary in K1 to get a clean hair alpha. The vanilla version of the textures was inducing a lot of haloing.
  21. Just export the skin weights and load them back in, manually assigning the unlinked bones? Should take 30 seconds.
  22. How do internal engine calls to case variants work on *nix systems? I know it fails on external calls like textures and GFF files.
  23. You can either use a location armband like WhereAmI and run around in-game, or you can load up the level in GMax/Max and derive them that way.
  24. NPCs are defined by a creature template, a UTC. Their position/orientation is defined in the module's GIT file. Basic idle animations are controlled via the scripts defined in the UTC. For background NPCs that are just static/standing around, you should be able to duplicate an existing NPC in the module and edit their specific details like tag/resref, name, appearance, etc., then add the positional detail for the new creature in the GIT. If you want more advanced behaviour, like patrolling/wandering around, this is done via scripts and waypoints. Again, looking at how existing NPCs work will get you most of the way there. Once you have everything in place, you will need to package up a copy of the entire module with your additions as a MOD.