DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. Copy ZM_StarForgeA08.txi or other matching TXI file, rename it PMBJ02.txi and put it in the Override.
  7. 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.
  8. You could edit the slaver UTCs and change them to neutral, dump them into the Override temporarily and teleport into the module.
  9. I'd put slavers in the slaver loadscreen, otherwise you might as well just keep the generic EH one.
  10. 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.).
  11. 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").
  12. 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.
  13. 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  384 more
  14. Seems like the build is a dud. Revert to v1.0.3 for now, and use MDLOps v1.0.0 for compiling heads.
  15. 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.
  16. 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
  17. 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.
  18. It uses the default Bandon textures. As per the instructions earlier in the thread:
  19. 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.
  20. Yeah, looks to me like you killed of the transparency of the original. Did you delete the alpha channel?
  21. Weren't they used in the E3 demo? And yes, I am aware of them, but no, I don't have any plans to use them. Aside from the fact that they only exist in TSL, their animations are more or less the same as the final game mining droids, so there's nothing to be gained from using them as a base.
  22. I believe it was reported working on Max 2015 at least, so presumably newer versions are probably alright. You'll have to try it see I guess. As to your other questions, multiple head textures are out if you want to preserve dark side transitions, because of the way texture overrides work. You could, however, do a 2x1 texture layout (e.g. 2048x1024) if you needed more pixel density/UV space without going too crazy. Tangent space normal maps are possible, thanks to the new model compilers, although the engine's implementation of them is fairly poor. Don't expect results on the level of modern engines. Odyssey doesn't use spec maps in the traditional sense. The closest it comes is an alpha mask for an environment map (i.e. cube map), which is mostly for faking specular highlights and reflections on metals. You won't get much use out of it for characters, aside from maybe some shiny hair and eyeballs. Hair planes are fine, but alpha transparency will rule out the use of envmaps, not that you'd usually want them for characters anyway, as I said. You'd be better off asking non-KOTORMax specific questions in the general modding forum.
  23. Nah, you can see there it is using the Luke/Vader concept saber I posted above. The one in JC's overview is a much more modern styled deal.
  24. What's the source on that Stormtrooper saber? I thought the McQuarrie concept saber looked something more akin to this: The classic image of the Stormtrooper with the saber: doesn't appear to have anything much in the way of discernible hilt detail.
  25. Try opening changes.ini in a text editor and replacing the entirety with the following: