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Everything posted by DarthParametric
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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I was fixing Bastila's hair for the latest Hologram/Admiralty update and I realised I never enabled the render flag on her lower teeth. How the hell did that slip past QA?
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That has me stumped. Assuming it's not something specific at your end, like a vid card issue, all I can suggest is send the model to ndix UR and bead-v to have a look at, see if they can spot the source of the problem.
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You could try adding isdiffusebumpmap 1 isspecularbumpmap 0 To the normal map's TXI. You may also need to switch the diffuse's TXI from bumpyshinytexture to envmaptexture, but I'm not entirely sure on that.
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You've got an envmap but you don't want shiny?
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Are the meshes themselves set to cast shadows? Poly count is an issue there - any mesh over somewhere around 1,500 polys will cause a crash if it has shadows enabled. Maybe it's the same with alpha? Couldn't really say with your shiny texture issue. I haven't tried normal maps with alpha. What's your TXI semantics?
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Can a custom module be made from scratch?
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
Depends on the specifics of what you plan to do. At the very least you'll need the standard toolbox of KOTOR Tool, K-GFF, MDLEdit/MDLOps, etc. You'll also need Photoshop/Gimp for editing textures, and Max/GMax if you plan on doing any model work. For repurposing an existing module, you can check out this - http://deadlystream.com/forum/topic/4743-how-to-reskin-a-module/ - although note that hex editing should no longer be necessary with the advent of MDLEdit and updated MDLOps. -
There's nothing particularly difficult about it, beyond working out which bits you want to obscure which other bits. In this case, the hood would need to be at the top of the hierarchy, then the mask, then the head I would suggest. Odd, I wouldn't think simply changing the mesh alpha would cause a crash. 5K polys is not particularly outrageous. My protocol droids are pushing 20K, so I doubt that is your problem. You mention you are using a single body model. What are the mesh splits like? What about shadow casters? I have had many crash issues with custom meshes caused by shadows. Are you casting shadows from the mesh, dummy shadow caster meshes, or the skeleton?
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The pony tail head also uses two side-by-side textures, just the Atris texture instead of the Kreia one. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Handmaiden_Atris_Ponytail_BETA.7z This doesn't affect the full body Handmaiden used for her hooded outfit. You'll need to sort that out on your own. Also, a quick test reveals that there are some clipping and backface issues where the hair meets the neckline. The hair is currently not skinned, so this will need to be changed and some neck weights painted in most likely. The ponytail is also static, not a danglymesh.
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Can a custom module be made from scratch?
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
Yes. Although repurposing existing content is the exact opposite of making it "from scratch". But either is possible. -
Question about converting .tpc to .tga
DarthParametric replied to Rekov's topic in General Kotor/TSL Modding
You can use xoreostex2tga from Xoreos Tools for this. Create a batch file like this: @echo off Echo Converting all TPC files in current directory to TGA Echo using Xoreos Tools' xoreostex2tga for %%F in (*.tpc) do xoreostex2tga --tpc %%~nF.tpc %%~nF.tga pause That will convert all the TPCs in the same folder. -
The legs are pretty awkward. Unfortunately there isn't much you can do with them because of the way the skirt balloons out if you try to position them closer together. I wonder if she wouldn't be better off being put in a kolto tank, but that would require redoing the entire cutscene. Plus the whole hood underwater thing would be a bit awkward.
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He's the father of Cade Skywalker, from the Legacy comic series. You know, Darth Talon and all that.
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I can't help you, I don't know anything about save editing.
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If you extract the SAV with the ERF RIM Editor, you can try editing the UTC in there (and then repack it). A quick look at one of my saves suggests that availnpc1.utc is Bao Dur, but I have no idea if that is static or changes.
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You should be ready to test that it is working in-game.
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Are you actually saving the UTC? It's not enough to simply change the drop-down. If you are having trouble with KTool, you could always try K-GFF, changing the value of SubraceIndex from 3 to 0. If you are using regular bodies, you'll probably want this - http://deadlystream.com/forum/files/file/1100-bao-dur-head-model-neck-fix/
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Removing the Zabrak sub-species is just the first step. You also need change all the models and textures specified in his appearance.2da row to point to the regular male bodies.
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I think she's using the "dead3" animation in that scene? I don't have a convenient save to test with, but try this and see how it goes.
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The model is not specifically relevant for what you want to do. You don't need to extract the model or textures, unless you plan on making a custom version. To start with, you'll need a UTC which points to the existing entry in appearance.2da (Alien_Bith_01). You can use the Taris one you extracted as a starting point, but you'll need to change a few things. The Tag and ResRef for instance. You'll also need to change the references to two module-specific scripts it uses, OnSpawn k_ptar_dancer_sp and OnUserDefine k_ptar_bith_ud. You should just be able to extract those two scripts from the Taris module and rename them, then point the UTC to them. Someone else may want to check, but a cursory glance suggests they shouldn't need changing. Then you'll need to add the new NPC (or NPCs) to the destination module's GIT, under the CreatureList. This defines the position and orientation of the NPC in the module. Depending on how you prefer to work, you may find it easier to determine the location directly in-game via an armband, or load up the module's models in Max/GMax. You'll need to create a MOD file to inject your changes/additions into. To start with you can just brute force edit everything, but if you plan on a public release you will want to use TSLPatcher for compatibility. That should be the bare minimum to get you going. Keep in mind that GIT edits won't work with existing saves, so for testing you'll need a save before entering the target module for the first time.
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So, what fabulous prizes do I win? Credits, spice, Twi'lek slave girls?
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods