DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. It should work fine with TSLRCM, assuming you installed it properly.
  3. 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.
  4. 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.
  5. 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).
  6. 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.
  7. There's only one column. If you mean which row, at the very least the 3 rows for the player character you are using (if female these will be new Revan disguise rows added by the mod). For editing the alpha channel of the texture, you need an image editor like Photoshop/Gimp/Paint.NET/etc.
  8. 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.
  9. You probably either need to change the appropriate envmap columns in appearance.2da from DEFAULT to CM_Baremetal, or edit the texture and change the alpha channel to solid white.
  10. Ah, Zimm didn't include one because of the way he set up his appearance.2da. Here, download this, extract the TXI, put it in your Override: https://www.darthparametric.com/files/kotor/misc/PMBJ02.zip
  11. The TGA is the texture. The TXI is the texture information that tells the game what environment map to use. The MDL/MDX is the model.
  12. Copy ZM_StarForgeA08.txi or other matching TXI file, rename it PMBJ02.txi and put it in the Override.
  13. It is detailed in the mod description: Copy ZM_StarForgeA08, or whatever other texture you prefer, rename it PMBJ02 and put it in the Override folder, overwriting when prompted.
  14. You could edit the slaver UTCs and change them to neutral, dump them into the Override temporarily and teleport into the module.
  15. I'd put slavers in the slaver loadscreen, otherwise you might as well just keep the generic EH one.
  16. 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.).
  17. 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").
  18. 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.
  19. Reasons why you don't make DP a moderator #62: I would permaban any person that made an April Fools post

    1. DarthParametric
    2. jc2

      jc2

      I wish I could read lips, do you have a transcript I could read? ;P

      But I understand your position very well now!

    3. DarthParametric
    4. Show next comments  378 more
  20. Seems like the build is a dud. Revert to v1.0.3 for now, and use MDLOps v1.0.0 for compiling heads.
  21. 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.
  22. 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
  23. The process is basically vertex painting. KOTORMax added a specific tool for it (at least I don't recall it being in NWMax), however as I recall it has a bug where it sets the minimum value to 1, whereas you want a value of 0 for static verts, necessitating manual editing of the ASCII.
  24. It uses the default Bandon textures. As per the instructions earlier in the thread:
  25. The face distortion is presumably the bone index issue which persists with MDLEdit. Use MDLOps instead for heads. Although the public release is still v1.0.0 I see, perhaps ndix UR can chime in to confirm if the issue was fixed in that version (I can't recall). You should also report MDLEdit bugs in the MDLEdit bug thread, so that bead-v gets an alert.