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Everything posted by DarthParametric
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Xbox textures are in the TXB format. You'd have to convert them to TPC or TGA to use with the PC version, but otherwise, yes, you could use them. I think Xoreos Tools can convert TXBs possibly.
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- XboxBastila
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Yeah, with a modded Xbox you can do it. You install it on the HDD and you can use an Override folder just like the PC version.
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You can't use binary models from the PC version on the Xbox version. However, MDLEdit has the ability to compile Xbox-formatted models. I assume it should be possible to use an ASCII from a decompiled PC model as the source. The most practical option would be to replace an existing player head rather than try and deal with 2DAs as well. Textures may be an issue. I'm not sure if authoring TXBs is possible. It might require extracting the original Xbox textures and renaming them.
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The swoop screens might need to be composites so you can do the motion blur and such (assuming you want to). You could do the whole thing outside the game in Max, etc., or you could try warping into the swoop levels and using the GLIntercept camera to get the base shot, then comp the swoop in over the top in PS/Gimp.
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Scoundrel Clothes with Scout Legs For TSL
DarthParametric commented on DarthParametric's file in Mods
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I never included the Peragus droids in that image because I didn't intend on replacing them. The spider mining droid is C_MK1_Drd which is covered by appearances Droid_Mining_Mark_One_A, Droid_Mining_Mark_One_B, and Droid_Mining_Mark_One_C. The bipedal mining droid is C_MK2_Drd which is covered by appearances Droid_Mining_Mark_Two_A, Droid_Mining_Mark_Two_B, and Droid_Mining_Mark_Two_C.
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The problem is the floor isn't flat. There are various plates/panels and so forth stacked on top of the base floor. The walkmesh is flat, because adding small rises in it would cause all sorts of problems with pathing and getting stuck. So the end result is that feet clip through anything higher than the walkmesh. It's not super practical to solve without remodelling half the game (it's not a problem restricted to the Hawk). The new pic looks fine. Edit: And re: the GIT, that's the primary (along with the IFO and ARE) file that defines the content in a module. It's where you define where all the creatures are in the module (which is how you have a bunch of enemies but only 2 generic enemy UTCs), where all the placeables are, where all the cameras are, where all the doors are, etc. I'm sure there's a module tutorial lurking somewhere in Lucasforums' dead husk that holds the answers you seek.
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Here, try extracting this into your Modules folder. If you are using Steam with the Workshop, you'll need to use TSLRCM's Module folder inside its Workshop folder. Make sure you back up the original 004ebo.mod first. TSL_004EBO_Trando_Height.7z If you want to play around with editing the GIT yourself, the Trando in question should be creature #8 (bearing in mind that if you use K-GFF, start your index count from 0 - i.e. 9th one in the list).
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"Bad guys screaming with a Wilhelm Scream is a Tradition" Mod!
DarthParametric replied to JDub96's topic in Mod Requests
The legal status of the Wilhelm Scream is kind of murky. Strictly speaking, it falls under the ownership of Warner Bros. However, people tend to treat it like it is in the public domain. WB would likely face an uphill battle trying to exert their rights in court given that they have failed to challenge its prior (apparently unauthorised) use in over 300 films and other media, nor have they (as far as I can tell) previously derived any royalties from it or issued licenses for its use. I seriously doubt releasing a mod making use of it would summon a swarm of WB attack lawyers, but there's always a first time. That said, the average KOTOR mod is probably far more infringing on copyrighted material. If Deadly Stream is not afraid of Disney's lawyers (and they are frankly much more scary), then it shouldn't be too concerned about a Wilhelm Scream mod. But that's for the admins to decide. -
Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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Might need to tweak the position of that bloke on the left in the GIT so he isn't clipping into the floor. Or otherwise frame the shot so his feet are obscured.
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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 K1
DarthParametric commented on DarthParametric's file in Mods
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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 K1
DarthParametric commented on DarthParametric's file in Mods
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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You could edit the slaver UTCs and change them to neutral, dump them into the Override temporarily and teleport into the module.
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I'd put slavers in the slaver loadscreen, otherwise you might as well just keep the generic EH one.
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Yeah, the freelookeffect column. Just set it to null (****) for the specific appearance row of the creature you want to edit (T3, HK-47, etc.).
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I haven't decided what to do about the War Droid as yet. I have the Imperial Autotrooper model, but was leaning towards using that as a replacement for the Assassin Droid. Regardless, it isn't textured as yet (with no ETA beyond "not any time soon").
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That mod packages the scripts as MOD files but with no TSLPatcher installer. Not a particularly compatible approach. Not to mention it doesn't appear to address all the turret sequences. Here are the compiled scripts. As mentioned, you'll still need Kitty Kitty's No Fighters mod for the random turret sequences.
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Reasons why you don't make DP a moderator #62: I would permaban any person that made an April Fools post
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I wish I could read lips, do you have a transcript I could read? ;P
But I understand your position very well now!
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Mask Hook problem and possible MDLedit bug
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Seems like the build is a dud. Revert to v1.0.3 for now, and use MDLOps v1.0.0 for compiling heads. -
The need for the supermodel is still unchanged. The only difference is that under the old MDLOps you had to change the filename of the supermodel to the name of the model you were compiling. The rest of the stuff you talk about regarding binary models sounds more like Tania's Replacer rather than MDLOps, aside from the internal MDLOps replacer function that was primarily used for lightsabers.
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Mask Hook problem and possible MDLedit bug
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I don't know. The post doesn't specifically call it out. Try it N-DReW25 and see I guess - http://deadlystream.com/forum/topic/5735-mdledit-bug-reporting-thread/?p=63071