DarthParametric

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Everything posted by DarthParametric

  1. Ah, quaternion compression. I started disabling that as a matter of course early on after various levels of screwiness. I'm curious as to why the feature seems so randomly implemented on vanilla models though. You'd think they'd all use it (I assume there must be a memory advantage on an Xbox), or why bother having the feature in the first place?
  2. Oh yeah, I forgot about that one. I changed that to character, no difference.
  3. That's one way of doing it, although the results are often somewhat lacking. At least in modern engines anyway. Odyssey is kind of useless when it comes to normal maps, so it doesn't matter too much. That aside, my preferred method is to generate normal maps from actual geometry, which shouldn't be a problem when you are making your own custom models.
  4. Yes. But I don't see much merit in bothering with greyscale bumpmaps when you could be using tangent space normal maps. But either way, that doesn't seem to be the problem. Even if I disable the tangentspace flag in the model and set the diffuse textures to just use a envmap, I still get a crash during the start of the cutscene. Although the alpha does now work, so I gather it is indeed incompatible with bump maps/normal maps. I think the next step is to try chopping up the mesh into smaller chunks, see what that does.
  5. I notice you are specifying tangentspace 1, yet not actually using normal maps. I tried creating some but it still crashed. Although interestingly it seems to crash during the cutscene, not if you just stand there and watch him. Is mesh-based alpha not compatible with tangentspace ndix UR/bead-v? It's also not actually using the alpha, but I haven't checked it yet without tangentspace enabled. As an aside, I also noticed you were using mid-grey diffuse/ambient values for most of your mats, which I gather was unintended.
  6. I talked about it a bit in the original request thread: http://deadlystream.com/forum/topic/5891-revan-clones-in-star-forge-and-taris/?p=61466 http://deadlystream.com/forum/topic/5891-revan-clones-in-star-forge-and-taris/?p=61471
  7. Yeah I swapped the default glass texture, which the Manaan Overhaul mod replaces, and it has the visibility issue I mention in the description because of the way the game renders transparency.
  8. I would start by confirming that there is no copy of lsi_bact03.tga/txi in the Override folder.
  9. 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?

  10. 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.
  11. 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.
  12. You've got an envmap but you don't want shiny?
  13. 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?
  14. 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.
  15. 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?
  16. 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.
  17. Yes. Although repurposing existing content is the exact opposite of making it "from scratch". But either is possible.
  18. 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.
  19. 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.
  20. He's the father of Cade Skywalker, from the Legacy comic series. You know, Darth Talon and all that.
  21. I can't help you, I don't know anything about save editing.
  22. 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.
  23. You should be ready to test that it is working in-game.
  24. 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/
  25. Sure, but my preference would be to teach and encourage best practice for people new to the concepts. Once you know what you are doing, you can do as you please, but if you learnt how to do it properly then you are less likely to half-ass stuff you release.