DarthParametric

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Everything posted by DarthParametric

  1. It would make sense that the Ithorians would scout Kkashyyyk for deadly wildlife as part of their restoration scheme, so you could work them into Telos based on that. Even if they didn't take anything, they would at least encounter the Wookiees and maybe encourage some to come help. If you wanted to go the slave route, something involving the Trandoshans is an obvious choice, given they are the Wookiee's next door neighbours and long time mortal enemies. You could maybe extend the Red Eclipse quest. Perhaps in the LS version you could raid a base to free their captives, including Wookiees. That might provide clues to other RE cells you could shut down on other planets. In the DS you could visit there and maybe access a shop, get some bounty quests to capture more slaves for them elsewhere.
  2. Yeah looks to be mono PCM 16bit 22050Hz 352kbps.
  3. Knock yourself out. I'm not really sure what the sound should be, but some sort of metallic clunk or snik that a piece of metal being extended and retracted would make I guess. The most important thing would be that it is not too obnoxious, seeing as you will hear it every combat.
  4. Rise, rise! So with the advent of functional model compilers, I can finally get around to releasing this thing. I just did a fresh compile with MDLEdit and it seems like the animations work properly now, although I have only done a very brief test. I might need to tweak the textures a bit, the envmap effect is looking a bit flat, but otherwise the main thing I need are sound effects for the blade extending and retracting. As as placeholder I was just using lightsaber sounds, but obviously that's not ideal. Has anyone got any ideas on existing sounds (in both games) that I could repurpose, or something from some free/open source sound library? I guess it doesn't strictly need SFX, but I figured it would be a nice extra. To be honest I can't even remember if the TOR version has VFX, it has been so long.
  5. I'm not sure Wookiees on Nar Shaddaa would be a good idea. The convo with Mira indicates that Wookiees are generally unknown and that Hanharr is something of a unique specimen (as a species, not just that he is a psycho). The player can even indicate they have never heard of the species. Maybe you could have a couple on Citadel Station, helping the Ithorians out. That would be doubly beneficial, as you could easily splice in references to them in the Ithorian dialogue without worrying about VO. Anywhere else though strikes me as similarly out of place as Nar Shaddaa.
  6. Did that just change in the last 12-24 hours? I could have sworn there was a "what's on your mind" field directly under the status bar on the side panel after the initial site update, but that no longer appears to be there. I can't see an option anywhere to set a new status. And replying seems to requires clicking through a bunch of pages. This seems like a step backwards, and the previous version wasn't exactly stellar to begin with. Edit - So it looks like the "what's on your mind" thing randomly comes and goes? Weird. When it is there, it seems like it just leads to a content overview, not a place to actually add a new status update. On a different note, there's no option to use anything but a WYSIWYG editor? Where's the option for a plain text editor with raw BBCode? Does this version of IPB altogether lack general board settings?
  7. As far as the themes go, I was just thinking it would probably be the easiest way of implementing optional changes without screwing over people that might like it as-is. Like, for example, just duplicate the current DS theme and set it to 90-95% screen width, call it "widescreen". I don't think you'd actually need a bunch of themes. I'd think one optimised for desktops and one optimised for mobile should be sufficient (assuming IPB doesn't already have some in-built mobile provision).
  8. So the new site skin seems very phone-centric. All the headings and text are big and chunky, presumably for touch navigation. There doesn't appear to be any provision to change scales or widths in user settings. Switching to the default theme does make a minor improvement (including putting downloads on the navigation bar instead of burying it in a drop-down), but Jesus, the blinding whiteness of it. Are there any plans for more desktop-friendly themes/layouts in the future? Edit: Btw, I find the "someone reacted to your post" message unintentionally hilarious. The first time I saw it I imagined the reaction was Tyvokka's eye twitching.
  9. You can request anything you want. You just need to be realistic about the likelihood of anyone completing that request. I'd suggest you are going to have to content yourself with existing Revan retextures.
  10. You need to provide a list of everywhere the asset in question occurs (or at least the instances you need remapped). Bare minimum would be the modules, but ideally the room models. At the very least provide specific detailed in-game locations.
  11. It's certainly doable. Is anyone going to model it for you? Almost certainly not.
  12. Here you go, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_HOTG_MOTF_Recoloured.7z
  13. If you want full model editing functionality, Blender is currently unable to provide it. That may change in the future, but for now you may have to use GMax (available for free here) with KOTORMax for certain operations.
  14. The animations are on the model. If you didn't export them then that explains the problem. The file extension of the ASCII is irrelevant, as long as the compiler can see it.
  15. Yeah, it's a Realtek chip (pretty much what everyone uses for onboard audio). It's still worth trying fiddling with the same setting for your card.
  16. What's the bitrate set at? Go to Control Panel -> Sound, select your active device in the list, click Properties. Under the Advanced tab, check what it is set to. For example, mine is set to 24bit, 48,000KHz. Certain settings will cause crackling in some games.
  17. Did you actually export the animations in the ASCII you compiled? That could be an issue with KOTORBlender. I don't know if it handles animations. You might have to manually copy across the animations from the vanilla ASCII to the the modified ASCII.
  18. You mean other parts of the model, like the arms, etc.? What version of MDLOps are you using?
  19. You'll want some padding around those islands. I'd go for at least 5 pixels, 10 is probably safer (and you'll need more at higher map resolutions like 2k/4K). Edit: Something like this: Although obviously the exact layout will need to change depending on what other islands are present.
  20. There are bits and pieces all over, although MDLEdit at least does have in-built help functionality. More extensive guides and tutorials will be available in the coming months after the recently announced site upgrades are completed.
  21. You'll have to decompile the binary model (MDL/MDX) into an ASCII version using either MDLEdit or MDLOps. This can be then be imported by KOTORMax for Max/GMax, or KOTORBlender for Blender. There's no native solution for Maya. You'd have to import it into either one of those first and then export it in some other format to get into Maya, but be aware that this is basically unworkable for skinned meshes while preserving their weights, due to the way KOTOR models work. You can modify heads, bodies, etc., or make completely new ones. This was somewhat limited in the past due to the tools available, but has changed significantly in the last 12 months.