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Everything posted by DarthParametric
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Just so there is a permanent record to allow people to compile themselves if needs be, here is the source for the scripts required to remove the forced turret sequences: Taris Escape k_ren_taris03 void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); } Leviathan Escapek_ren_levescape void main() { PlayMovie("17a"); StartNewModule("ebo_m40ad", "", "11b", "", "", "", "", ""); } Unknown Worldk_ren_unkturret void main() { StartNewModule("STUNT_35", "", "07_2", "", "", "", "", ""); } You can remove the random turret sequences that pop up when travelling between planets with Kitty Kitty's No Fighters mod.
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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Luke's Ep. 5 fatigues (brown jumpsuit) mod
DarthParametric replied to k0mbine's topic in Mod Requests
Is this the one you mean? I know Hapslash and friends made one for JKO/JKA, but I don't believe there has ever been one for KOTOR. It's possible something might be able to be cobbled together from existing KOTOR body parts, although it would certainly need to be retextured at the very least, and I'm not sure how close it would be without some heavy custom modelling. -
MDLEdit doesn't do anything with textures. You'll need to extract the entire texture ERF to a folder, then batch convert the TPCs to TGA. I would suggest using xoreostex2tga from Xoreos Tools for this. On Windows, use 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 If you add the texture folder to your Max/GMax directory list, Customize -> Configure User Paths -> External Paths, KOTORMax will automatically load the texture when loading the ASCII model. If you open the Listener (F11) after loading KOTORMax, you will see what texture directories it will search. You'll need to extract K1 and TSL textures to two different directories, and add them both to your user paths. Note that KOTORMax will search in the order they are listed in the hierarchy, so you may need to manually switch between K1 and TSL versions for textures with the same name (for example, Jedi robe textures).
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If you export a model via KOTORMax with the layout position option enabled, it will add that data to the header of the ASCII. I believe this is the only way you can load a model directly with a layout position. Models decompiled from vanilla won't have this data. You load a LYT via the area tools. You can load models in the same folder at the same time if you enable that option (and use -mdledit in the suffix filter, or other wildcard for extraneous filename data as applicable). If you don't choose to have it loading models automatically, then loading a model manually should position it correctly due to the pre-existing AuroraBase of the same name in the scene. Although note doing this will cause double-ups for things like door hooks.
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TSL Patcher - can't choose game folder
DarthParametric replied to Allastair's topic in General Kotor/TSL Modding
Are you trying to use a TSLPatcher exe that you downloaded to install random mods? That's not how it works. It's not a mod manager or something like that. M4-78 should only be available as its own exe installer. Mods that use TSLPatcher will come with their own copy of it that is set up specifically to install that particular mod. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
Unless of course you are using the Steam version with Workshop mods, and installed to a Workshop folder, in which case KSE can't see the files. In that instance you will need to copy the UTIs from the mod Workshop folder's Override to the base game's Override (has to be the Workshop mod's folder version and not from the installer, as the installed version has been properly patched with the right appearance). Alternatively, use the in-game console. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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MOD:Kreia's Fall in HD with original sound & music
DarthParametric replied to DarthVarkor's topic in Mod Releases
Leaving aside the audio, to have it all in-game it should just require adding a new appearance.2da row for the 2 handed evil Kreia, add a new UTC using that appearance and with a unique tag, and edit the script to call that. I haven't re-keyed the animation to test the hood folding (and staying) all the way fully down as yet, no. I did mess around with some minor half-way position adjustments/tweaks though, which is how I came to that conclusion. -
MOD:Kreia's Fall in HD with original sound & music
DarthParametric replied to DarthVarkor's topic in Mod Releases
Seems like the ultimate version will require an animation adjustment. Here's a slow-mo showing the first instance of the hood clipping into the wall during animation CUT001W: https://www.darthparametric.com/images/TSL_Kreas_Fall_Wall_Clip_01.gif I think the hood will have to either be fully folded down, and stay down, or it will have to remain fully up. I don't think it is practical to keep it half down and have it come back up again and not have it clip (not without vertex animation anyway). -
Kreia's Fall in HD with original sound & music
DarthParametric commented on DarthVarkor's file in Mods
P_Kreia1hBB is, as both the model name and "gimped" description suggest, 1-handed. It's also the regular party Kreia (post Harbinger hand-chop), not the Dark Side "evil" Kreia. The "stunt" Kreia is the one you meet in the morgue, and has the animations for getting off the bed. The DS Kreia you confront on Malachor is Party_NPC_Kreia_Evil, using model P_KreiaEvilBB. This is of course 1-handed, and is the model you see in your video. The 2-handed evil Kreia model is P_KreiaEvil02, but that has no appearance.2da entry. This is the model that has the "Kreia's Fall" cutscene animations. I had a look at the dialogue file for that scene (kreiaend.dlg) and it references P_KreiaEvil02 as the stunt model, which explains how the 1-handed Kreia received the animations in your video. The script that is fired by that dialogue (a_kreiaend) calls one of two Kriea UTCs (which share the same tag, "KreiaEvil"), both of which point to the 1-handed evil Kreia appearance ID (naturally, since the only other evil appearance is the one with no hands - as mentioned, there is no 2-handed evil Kreia appearance). Given the issue with the hood lining, as pointed out by Hassat Hunter here, the logical solution is a revised 2-handed model renamed to override the 1-handed model. This would simply require dumping the files in your Override folder long enough to cap the scene, with no other changes. I'll whip one up and PM you about it. -
Yeah there's no interior lining to the hood, so when it is folded back the backfaces of the outer side are culled by the engine. It's not a super difficult thing to fix for that shot. Edit: Actually, it seems like the problem is that the hood is clipping into the wall. I guess the animation needs tweaking.
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This starman is heading off tomorrow on what should be an eventful trip, one way or the other - https://imgur.com/a/3ZPQm
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I think Musk mentioned it at one point. I'm not sure if they played it during the 4 hour stream from the roadster (didn't watch that). Of course there may also have been licensing issues.
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Kreia's Fall in HD with original sound & music
DarthParametric commented on DarthVarkor's file in Mods
I'm curious how it even worked with the one handed Kreia model. The cutscene animations are on the two handed model. Are they also available as room animations? Regardless, it should be an easy enough fix to swap them for the purpose of re-capping the cutscene, either via an appearance.2da edit or a model override. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
I am already aware of the Republic trooper, as indicated in the description. There will be a partial fix for it in the next version. I'll have to look into the Dxun holo, assuming that it is a vanilla issue. Dealing with NPC Overhaul seems likely to be too much of a pain in the ass to bother with. I'm more likely to leave it up to the enduser to pick between one or the other. -
How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
Only Silveredge9 could do that (or a mod/admin), but the prefereable approach would be for Silveredge9 to just incorporate my additions in an update to the original mod. But with a single post in 2016 and a last login date of January 2017, that seems like a long shot. The best I could do would be to release it formally and post the link in a comment on Silveredge9's mod. Wasn't my idea, I just did the legwork. Post a request in the request forum. Although don't expect to be inundated with responses (not ones offering to do the work at any rate). If you are talking Bandon then I gather you want something for K1. Not sure about that, but there are a few existing options for TSL: http://deadlystream.com/forum/files/file/486-tor-armored-robes/ http://deadlystream.com/forum/files/file/246-armored-robes-for-jal-shey-armors/ http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/62-daks-armored-robes-22/ http://deadlystream.com/forum/files/file/137-darth-darkus-armored-robes/ http://deadlystream.com/forum/topic/4676-heavy-armored-master-robes/ -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
You kept Silveredge9's appearance.2da I gather? It wouldn't have patched out the head reference (it was based on patching a vanilla row). It's an easy enough fix, I just need to update the installer to overwrite every cell in the row. Edit: Here, run this one, that should resolve it hopefully - https://www.darthparametric.com/files/kotor/k1/[K1]_Patch_for_Silveredge9's_Ajunta_Pall_Unique_Appearance_v1.1.7z -
How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
You can try this: It requires the non-transparent textures from Silveredge9's mod, but nothing else (so delete the NCS, DLG, and UTC from his mod, if they are in your Override). It uses a full body model with a reorganised hierarchy, much like the hologram fixes I did for TSL. I made some edits to the meshes to hopefully minimise any rendering issues. It uses mesh-based alpha, as with my example up above. I went with a value of 0.5, but that can be adjusted if necessary. -
I nominate ndix UR and bead-v for their MDLOps/MDLEdit/KOTORMax work. It seems unfair to pick one over the other though, since they collaborated on all the gubbins under the hood of their respective endeavours. They really deserve some sort of joint award.
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Whoops, missed that part. In that case, it's just a matter of adding unique appearance.2da rows and patching the relevant UTIs in each module to point to them. But yeah, the pool of available heads is pretty small. That's probably part of why Bioware went with the masked approach in the first place. Another possibility might be using the Dark Jedi body in combo with some of the full face masks to mix things up a bit.
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The issue with the Dark Jedi is that they are a full body model, i.e. the head is integrated into the body model, not separate like with players and most NPCs. Additionally, the hood/head can't simply be removed because that leaves a giant hole in the upper torso. You can scoop out the face mesh and slot in a regular head (with a bit of tweaking to the hood to hide any gaps), but animation sync issues mean you'd have to create each variation as a full body model. It's not a case of something as simple as a few appearance.2da edits, which is presumably why we are not overburdened with examples of such mods. Edit: Here's a proof of concept of a head swap. They are still all clones because it was a quick and dirty override, but you get the idea.
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Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
ESET is Slovakian. -
After multiple reloads testing the Taris Upper City South medical center, I finally realised that Zelka Forn has the same voice actor as G0-T0 in TSL (and SWTOR Bounty Hunter companion Gault Rennow)
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He's also Colonel Darok in SWTOR as well. (Kristoiffer Tabori plays a few other roles besides HK's in TOR)
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heh. I love coming across characters with voices from other SW media. The one that I have the most fun with is when it's the guy that did Dooku's voice in CW. I always respond with "Yes Dooku."
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods