DarthParametric

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Everything posted by DarthParametric

  1. It's the same routine as for any other unique NPC. Add a new heads.2da row with a custom head, and a new appearance.2da row that points to the head row ID. Specify custom meshes/textures in either/both 2DAs as appropriate. Edit the NPC's UTC to point to the new appearance row ID.
  2. I thought it might work since most of the game's audio is MP3 with a fake WAV header, but I guess not. Sounds like it is more a case of mono vs stereo (although I wonder in that case if mono MP3s would work).
  3. Interesting. If you compile and decompile with MDLEdit, you can see it adds in blank chunkname and render variables to each node. So I guess @bead-v added in a failsafe for missing variables, which is why it doesn't crash. Although presumably it would not function correctly in-game, given it is missing all the specific render semantics like Motion_Blur, Billboard_to_Local_Z, etc.
  4. Have you tried encoding it as an MP3? 44.1KHz, joint stereo. 128kbps or 320kbps should be fine.
  5. MDLEdit compiles it with no errors but can confirm that MDLOps is choking on it. Loading it into KOTORMax causes the script to throw an error at line 2547, which is the end of node emitter Projectorflare. Edit: A quick comparison to the vanilla indicates that the Blender version is missing "chunkname" and "render Motion_Blur" from that node. After replacing that node with a copy from the vanilla version, KOTORMax throws an error at the next emitter node, so presumably KOTORBlender needs a tuneup in that regard.
  6. Your problem will be a malformed ASCII. The easiest solution is just to post a copy for someone to look at.
  7. From the album: DP's 3D Printed Stuff

    Only thing remaining is to sort out a bolt to tighten the clamp. Otherwise, the rest of the saber is done, at least as far as printing is concerned. Not sure what I am going to do about finishing, whether I bother spending days sanding it and painting it. By the way, trying to shoot an SLR one-handed is crazy difficult (especially when you are right-handed and are shooting with the left - and all the controls are on the right).
  8. From the album: DP's 3D Printed Stuff

    Printed a scaled up handwheel. Much happier with the size of this one, although I had to eyeball it from photos of the original prop, so it's not an exact match. Close enough though.
  9. I figured I'd keep this in here rather than spam the forum with a bunch of different topics about the site updates. I think I asked about/suggested this once before, but do badges, like the kind LucasForums implemented towards the end of its life, figure in to this sort of thing at all? Those were kind of cool, and the kids these days love achievements, right?
  10. You could always do the smoothing in GMax if necessary. Or get someone else to run it through Max/GMax for you.
  11. I can't really explain it any better, but yes, the general idea is the outer section that is smooth and uniform is how the whole thing is supposed to look.
  12. Download the newer version of TSLPatcher - Delete Install Kyle Katarn.exe and use TSLPatcher.exe from the link above instead.
  13. From the album: DP's 3D Printed Stuff

    This is a dry assembly of the saber pretty much in its final form. There are just a few internal joiner pieces to fiddle with now, and I need to look at the handwheel (pommel) and see if that needs to be scaled up.
  14. From the album: DP's 3D Printed Stuff

    Clamp with bubble strip and transistors attached. The engraving turned out pretty well, although there are a few surface blemishes.
  15. From the album: DP's 3D Printed Stuff

    Clamp on the printer (left) and with support material removed (right). This took a few goes to get the initial layers to adhere to the bed and not break away.
  16. You've lost all the smoothing information by the looks. I gather the Blender script doesn't export that data.
  17. It wouldn't make it any less of a pain in the ass to implement.
  18. Given the issues with K1 placeable limits, I'd probably rule out discreet placeable versions altogether. You could try the room model edit approach, but I'd question whether the effort required would be worth it. If you do want to pursue that though, I'd suggest you not actually making the map itself part of the room. but instead just focus on adding some static props around it. A middle ground approach that minimises the work required and the sources of things going wrong, but still gives you some differentiation. As to your animation points, yeah, at this juncture there is no practical alternative to creating custom animations in Max/GMax. Perhaps one day you'll get an equivalent functionality for Blender, but for now I'd probably curb your ambitions in that regard (at least if you want to stick with Blender).
  19. I was talking about the power up/down/hum sounds, which are specified in baseitems.2da and what I imagine OP was specifically referring to when talking about Luke's ROTJ saber sounds, but you are right that there are also all the swing/clash/impact/etc. sounds as well.
  20. No, you won't be including this one. There are still elements of it to be revised, and it's far too much of a pain in the ass having multiple distributions of a large mod like that in the wild. This one should be fine.
  21. Yeah, in other words, sabers are effectively hard-coded. What's there is what you are stuck with.
  22. Yes, sounds are defined in baseitems.2da, and by default there are only 3 types of saber - short, single, double. You'd have to create new base item types for unique sounds, but I don't know if that would actually work for sabers given that upcrystals.2da only accepts the 3 base saber types.
  23. I've had a few different ones over the years. The latest is a Prusa i3. Seems like it's generally considered the best hobby-level FDM printer, so every man and his dog has one.
  24. There's a chamfer that runs through the middle of the ring of holes. The marks are from the way the printer handled the top layer on the inside half of that chamfer. On the outside, the filament was laid down in a series of nice, neat concentric circles in parallel with the outside diameter of the part. On the inside it looks like it has mushed in some infill in various criss-cross patterns rather than doing a neat top layer. The part probably needs some custom settings for those layers, to force it to use solid infill (although it should have handled that automatically).
  25. I think you are thinking of @JCarter426