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Everything posted by DarthParametric
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Can a custom module be made from scratch?
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
Yes. Although repurposing existing content is the exact opposite of making it "from scratch". But either is possible. -
Question about converting .tpc to .tga
DarthParametric replied to Rekov's topic in General Kotor/TSL Modding
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. -
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.
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He's the father of Cade Skywalker, from the Legacy comic series. You know, Darth Talon and all that.
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I can't help you, I don't know anything about save editing.
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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.
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You should be ready to test that it is working in-game.
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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/
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Removing the Zabrak sub-species is just the first step. You also need change all the models and textures specified in his appearance.2da row to point to the regular male bodies.
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I think she's using the "dead3" animation in that scene? I don't have a convenient save to test with, but try this and see how it goes.
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The model is not specifically relevant for what you want to do. You don't need to extract the model or textures, unless you plan on making a custom version. To start with, you'll need a UTC which points to the existing entry in appearance.2da (Alien_Bith_01). You can use the Taris one you extracted as a starting point, but you'll need to change a few things. The Tag and ResRef for instance. You'll also need to change the references to two module-specific scripts it uses, OnSpawn k_ptar_dancer_sp and OnUserDefine k_ptar_bith_ud. You should just be able to extract those two scripts from the Taris module and rename them, then point the UTC to them. Someone else may want to check, but a cursory glance suggests they shouldn't need changing. Then you'll need to add the new NPC (or NPCs) to the destination module's GIT, under the CreatureList. This defines the position and orientation of the NPC in the module. Depending on how you prefer to work, you may find it easier to determine the location directly in-game via an armband, or load up the module's models in Max/GMax. You'll need to create a MOD file to inject your changes/additions into. To start with you can just brute force edit everything, but if you plan on a public release you will want to use TSLPatcher for compatibility. That should be the bare minimum to get you going. Keep in mind that GIT edits won't work with existing saves, so for testing you'll need a save before entering the target module for the first time.
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So, what fabulous prizes do I win? Credits, spice, Twi'lek slave girls?
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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The value for Clamp should be the maximum pixel width bleed I believe, so -1 is presumably not a valid number. I'm unsure about 0, but it seems like your test would indicate that is also invalid.
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What you want is just a simple appearance.2da edit. You can easily change any or all armour classes to display the underwear model (or a different model, like the Twi'lek body).
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I assume you mean it doesn't like TGAs, which is to be expected. If ndix UR can implement swizzling in TGA2TPC then it should be a non-issue. I'm not sure the effort would be worth it though, so don't hold your breath.
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.txi Parameters and What They Do
DarthParametric replied to CarthOnasty's topic in General Kotor/TSL Modding
I would suggest you use CODE instead of bulleted lists. Preview the post and then change AUTO to XML so you don't get the technicaolour nightmare. Code = Auto: Line 1 Line 2 Line 3 Code = XML: Line 1 Line 2 Line 3 -
Have you tried going the opposite route? For example, scaling your image down to 2046x2046 on a 2048x2048 canvas, then using padding to fill in the dead pixels? I believe xNormal has a plugin that will do the padding.
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Hah, what the hell. Which specific module is that?
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Did you try using Clamp 1 instead?
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.txi Parameters and What They Do
DarthParametric replied to CarthOnasty's topic in General Kotor/TSL Modding
Yeah, you specify both together, like so: bumpyshinytexture CM_baremetal bumpmaptexture TextureNameB