-
Content Count
4,758 -
Joined
-
Last visited
-
Days Won
543
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Well the "proper" way that you would create a player head mod for the PC version involves editing appearance.2da, heads.2da, and portraits.2da (in addition to the head model and textures, but you can use the vanilla ones for Bastila). I have no idea what the deal is with Xbox 2DAs, whether there is some big endian/little endian thing going on. You could try going that route first, although it would require extracting them from a BIF, presumably. If the Xbox data is anything like the PC, they should be in a file called 2DA.bif. You could try copying that and the KEY file (probably chitin.key) to your PC, then extracting it with unkeybif.exe from Xoreos Tools. Then you could use convert2da.exe to convert the required 2DAs to CSV. Then you would follow any standard "adding a player head" type tutorial to add the new data, then use convert2da again to convert the CSVs back to 2DAs. Then you'd transfer the modified 2DAs back to the Xbox, putting them in the Override folder. Like I said though, I don't know if Xbox 2DAs are different from PC 2DAs, so I have no idea if that will work. Assuming that doesn't work, the other option is the more brute force route, replacing one of the existing player head models with the Bastila head model (P_BastilaH). This will require changing the Odyssey Base name, the quickest route being to decompile, edit the ASCII model, then recompile. MDLEdit can handle Xbox models, so that should be fine, although you'd presumably want the Xbox supermodel (P_BastilaBB). Those should also be in a BIF file. You'd also need the Bastila head textures, which are in ERFs on the PC version, not sure for the Xbox version. I'd suggest trying the 2DA route first though and seeing if that works.
- 13 replies
-
- 1
-
-
- XboxBastila
- Im dumb
-
(and 3 more)
Tagged with:
-
If you are using the old version of MDLOps you need to use HeadFixer to patch the resultant binary model. The latest version of MDLOps and MDLEdit have built-in functionality to sort it out.
-
TSL Steam version Bugs/fixes?
DarthParametric replied to Jorak Uln's topic in General Kotor/TSL Modding
Yes, I didn't say that the fog fix would solve your problem. I said the issue was related and you'd probably need the same sort of shader hack to fix it. You'd need to sort it out yourself by using the fog fix as a basis. Alternatively, sELFiNDUCEDcOMA apparently has some secret fix for the lightsaber bug, which might be applicable - http://deadlystream.com/forum/topic/2062-tsl-textures-remastered/?p=62552 -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
-
If it's an NPC head then all you need to fill in (aside from the model name in "head") is the "alttexture" column with the value for your new texture. It should be noted however that this only works in TSL. In K1, you would need a new head model, as K1's heads.2da lacks the same base texture override.
-
That just adds a clamp semantic to a TXI. It's not the issue here. Your best course of action would to either give the existing sphere a new UV layout more suited to what you have in mind, or outright replace the mesh with something else.
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
-
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
-
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
-
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
-
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.
-
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
-
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.
-
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.
-
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.
-
I gave permission to use the Leviathan bridge part of my Taris Escape Sequence mod, because:
-
-
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
-
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.
- 2 replies
-
- speed blur
- force speed
-
(and 8 more)
Tagged with:
-
You don't meet Cede. 205 only loads if Carth is alive.
