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Everything posted by DarthParametric
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They don't use a texture. Yes, the glass texture needs blending additive in the TXI in order for the transparency to render correctly.
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A VFX emitter, same as any other VFX works. In this case it emits mesh chunks instead of 2D billboards. Huh, guess I never really paid that much attention to them before. Changing the mesh transparency could help. I'll fiddle with it when I get a chance later in the week.
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It would require editing all the VFX nodes, but sure, it's possible. The underwater suit you pictured uses fx_bubble. I could mess around with trying the settings it uses. The other option would be to replace the chunk model for the current bubbles, fx_koltobub, with an actual spherical mesh rather than the pointy cube it uses currently. I'm curious as to what changed though, as I don't recall the vanilla bubbles being that opaque and obvious. I didn't touch the VFX nodes in the room model.
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I think the problem is that the bubbles don't actually look like bubbles because they are opaque.
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The legacy PC version is identical to the original CD version, aside from DRM. Here are some shots from the GOG version (which again is the same). There is a bit of haloing around the workbench light strip and the saber blades that is more apparent when moving in-game. It could be that Obsidian changed something with the render setup and it simply wasn't captured in whatever that old picture is in your first post. Posting a pic from the dark interior of the Hawk and comparing it to a brightly lit interior is also not exactly an apples to apples comparison.
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Switch from Aspyr's broken update of the game back to the original unmolested version by choosing Legacy PC in the beta drop-down:
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
Well then all that should be required is the models in the Override. Make sure they haven't been overwritten by another mod. You can copy them manually if needs be (and will need to do so anyway if picking one of the optional versions). -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
If you are using a mod of the existing PMHC04 and not an entirely custom row, then it should be rows P_MAL_C_SML_04 / P_MAL_C_MED_04 / P_MAL_C_LRG_04 (175/176/177). -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
Males should just use a replacement of the regular PMBJ model, as long as the appearance.2da row entry for the J slot hasn't been changed. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
Those two warnings are just telling you that the module files already exist (presumably because you installed other mods that already add them, like K1CP for example). That's working as intended. As to the robes themselves, are you using a mod-added female character? Because those aren't supported, as per the description. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
If it was the last mod you installed, there will be a backup in the TSLPatcher folder. But if you installed other mods after it you'll need to scrap everything and start over with a clean install. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric replied to DarthParametric's topic in Mod Releases
Are you trying to install a TSL mod in K1? -
JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric commented on JCarter426's file in Mods
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The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.
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Yes, TPCView is the preferred tool for converting TPCs. In this specific case, the TXI data is: blending additive envmaptexture DP_CM_TnkGlass
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Are you using an old version of the mod? I changed the name of the tank glass in the last version. Edit: @Dark Hope: I had assumed you would have provided your own textures from the templates I provided in an earlier post. Salk also got invisible consoles without the textures, which is odd. Anyway use these. Also includes the tank glass textures from the original mod. TOR_Med_Console_Textures.7z If you installed the mod first and then extracted the archive above into the Override folder it should work fine:
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The lightmaps are splotchy and unoptimised, but try this for in-game testing purposes. Taris_Upper_City_Med_Clinic_Tank_Panel_Test.7z
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Here are some UV templates and a test model you can use in a model viewer or KBlender, etc. if you want to play around with it. TOR_MedPanelTest.7z
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I dunno, that looks kind of weird to me just being on the glass. Maybe I should make you a version of the room model where the tanks have an external control panel/display. Something like what the TOR kolto tanks have:
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
It's not a problem with how the mod is installed. Seems like something changed in MDLEdit the last time I revised the models to fix the VFX which broke the walkmesh. Thus the player wasn't able to path to them. Extract the attached into your Override (overwrite when asked) and see if that fixes the problem. DJCSF_Revised_Models.7z