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Everything posted by DarthParametric
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Emitter changes with MDLEdit
DarthParametric replied to Malkior's topic in General Kotor/TSL Modding
Hrm, so it is. I always thought that, given it was set in the ARE, it was just a shader. But I can see the models for it, fx_Rain in the case of rain. Looks to be a simple fountain emitter covering a 6m x 6m area. Oddly, it's positioned at 4m under world zero, not sure what that is about. I wonder how the placement/activation for it works? I can't see anything obvious. Hardcoded maybe? Scripted? You'd surely want to be able to toggle the effect off and on to account for indoor/under cover areas. -
Emitter changes with MDLEdit
DarthParametric replied to Malkior's topic in General Kotor/TSL Modding
Rain is probably a shader, not a particle effect. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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The ones you see out windows are part of the module. I'm not sure if there is a standalone one, but it wouldn't be a big deal to rip one out if you need.
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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You won't actually see any benefit in the upload (or the download for endusers), as any gains you make in the TPC compression, you lose in the archive compression. The difference will be in drive space required for the enduser, which may be of relevance if the file count is high enough. Just be aware of the image quality tradeoff you have to make for it though. You might want to test some samples before you batch convert the lot.
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Looks like Googling "gimp batch watermark" will probably turn up the sort of thing you need. Try Youtube, I'm sure there will be some videos that walk through the process.
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Leaving aside the aesthetics and focusing on the mechanics of doing the filter, does Gimp have any sort of batch/macro/script processing functionality? Doing any repetitive task like that manually means you are doing it wrong.
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I gave permission to use the Leviathan bridge part of my Taris Escape Sequence mod, because:
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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TSL Steam version Bugs/fixes?
DarthParametric replied to Jorak Uln's topic in General Kotor/TSL Modding
It's a programming thing. If you are familiar with the fog issue in Aspyr's version, it's the same thing. You'd have to try utilising the shader hack that is used for the fog fix: https://github.com/HappyFunTimes01/ShaderOverride -
TSL Steam version Bugs/fixes?
DarthParametric replied to Jorak Uln's topic in General Kotor/TSL Modding
Aspyr screwed around with the shaders, so I'd expect that is probably the source of the issue. -
It is not advisable to release mods that use direct overrides of 2DAs. You would be better off using TSLPatcher so it can patch any existing copy of visualeffects.2da the user may have.
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- speed blur
- force speed
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You don't meet Cede. 205 only loads if Carth is alive.
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There shouldn't really be too much you can do with PS that you can't do with Gimp. The base functionality is all the same, it's just missing a few PS specific things like content-aware fill (and people managed just fine before that was invented).
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That looks like the wrong room. The position for Admiral Onasi that I see in the GIT is -78.19, -50.838, 0.0: Which equates to here: You can get there via this locked door behind Moza and Chodo in the Ithorian Compound:
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Shouldn't be. Those are placeables, not part of the level. If the armband doesn't let you destroy them, you could always delete them from the GIT.
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Remember that 205TEL doesn't technically exist - it's just the 204TEL layout (Residential 082 West), so you should be able to use exactly the same room as Carth. If it is behind a locked door you can just use one of those armbands that will let you unlock doors.
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Something along those lines, but maybe further back/a wider shot. Possibly it may require breaking out of the cutscene to do.
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I wouldn't go as far as calling it a request, but I was going to suggest the same thing. A shot from behind of him looking over the station would be better.
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It requires editing loadscreens.2da, which is what JC was referring to.