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Everything posted by DarthParametric
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restoration mod Restoration Mod on Mobile(Android)
DarthParametric replied to ElvisTek's topic in KotOR1 Restoration (K1R)
I've never played the game on mobile, so I can't really speak to what the normal experience is supposed to be. As to support for other languages, K1CP is currently only made for the English version of the game because that's the version the major contributors use. We'd be happy to support other languages, but that would require native speakers to offer help in terms of translations and beta testing on non-English versions. -
Wrong Placeables for Brotherhood of Shadow
DarthParametric replied to StrawberryLetter23's topic in General Kotor/TSL Modding
It's a hardcoded limit. We're stuck with it. -
Wrong Placeables for Brotherhood of Shadow
DarthParametric replied to StrawberryLetter23's topic in General Kotor/TSL Modding
You've presumably hit the placeables.2da row limit bug. You've installed too many mods that add new rows to placeables.2da, which the engine can't handle. It's rolling over and counting from the top (hence why you get the wrong ones showing). Your install is effectively broken. Nuke and start from scratch. Stop using so many mods. -
You've still got the same problem. You're asking for basic "how do I use this program" information. I can't give you a one or two sentence solution. Go watch some tutorials on Youtube about the program's basic functionality and how to skin a model.
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Like I said, this is all basic "how do I use Blender" stuff. You need to watch some tutorials. I can't help you, I don't use Blender unless absolutely necessary.
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You're asking about basic character skinning/rigging. That's the sort of thing you'll need to watch some tutorial videos on Youtube about. Especially for Blender. I only use it for level model stuff. I know nothing about how the character side of stuff works.
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You can either tone down the intensity of the alpha channel, or switch the envmap to a different one. I assume you are using CM_Baremetal? You could try mycube instead. That tends to be a little less intense.
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Sharing my updates for KotOR Savegame Editor
DarthParametric replied to nadrino's topic in Modding Tools
FS created a repo for the update of KSE here - https://github.com/Fair-Strides/KotOR-Save-Editor - although I'm not sure how far along it is. -
Sharing my updates for KotOR Savegame Editor
DarthParametric replied to nadrino's topic in Modding Tools
Yeah, you might want to check here - https://gitlab.com/kotorsge-team/kse -
The same thing that usually happens. I got bored and did something else.
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
DarthParametric replied to JCarter426's topic in Mod Releases
Because TSL only uses medium models, so there were no source anims. You can of course get around this via scene scaling in Max, but presumably JC either decided not to do this or maybe just forgot. It should be noted that this is a large part of the point of supermodels, so that you can have a single animation source and models of arbitrary scales using them. Edit: I should point out that the major reason for having a per-model anim is to prevent issues like clipping with custom tweaks. Is that actually happening here? It has been a while since I looked at it. -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
DarthParametric replied to JCarter426's topic in Mod Releases
Looking at the regular cloaked robes (that also have the glitch), only the medium model has the anims anyway. The large and small models are already using the supermodel anims. Is there any reason to keep the custom model anims rather than pushing all of them to use the supermodel? -
Presumably it means it can't find it, which is odd if it can find everything else. You can try checking the hash of chitin.key in the game's base directory to make sure it isn't corrupted. The SHA-512 hash of mine is: F51CB6038F897CF6281FB3E64294E8EA7AF0A9ED2C4C47F138CBFD84250763B4DEEF62DF03C852C88B8592AF9D096ED011F507285FE4E8C84508BF0AD1E9F123 If you don't already have a means to generate file hashes, you can try this online tool - https://emn178.github.io/online-tools/sha512_file_hash.html. Simply drag and drop chitin.key onto the page to generate the hash for it and compare it to the one I posted above (note that tool produces lowercase hashes while mine is uppercase, but that doesn't matter). Alternatively, this is the option I use myself - https://github.com/namazso/OpenHashTab/releases/latest Per the name, it adds a new tab to the Properties window in Explorer that will list hashes of the selected file, like so:
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Hrm, I seem to recall this coming up once before, now that I think about it. Perhaps on one of the Discord channels a year or two ago. It might have been something ebmar was experimenting with. There is a way to forcibly do it via custom head models with incorporated masks, but that's not a particularly desirable approach for more than one or two instances.
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Struct ID 1 is the head slot. For a beginner, using KTool is probably the best way to get started until you learn the inner workings of GFF. If you are only making mods for your own personal use then you (mostly) don't need to worry about KTool's drawbacks. It's only when making mods for public release that I would caution against its use. Hopefully Holocron Toolset will eventually supplant it altogether, but its GFF editors are still far too flaky to trust just yet. Additionally, your target NPC may need to meet certain requirements to equip some headgear, just like weapons and armour. Also, the ultimate limitation for headgear is whether or not the head model being used has the appropriate hooks. If it doesn't then everything else is moot. It would be advisable to do your initial testing with an appearance that uses a PC head to rule this out.
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Here's an alternative for the severed arm one with an added glass floater mesh for the cracked screen. The glass mesh has an alpha of 0.75, which may need to be adjusted down to something more like 0.5 or lower. I've provided a placeholder texture from one of those AI generated ones I posted previously. Alt_Datapad_Severed_Arm_Cracked_Glass.7z
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It's really not a big deal. It's like a 5 minute job. Duplicate the screen mesh, raise it up a couple of mm, assign it a unique texture, export the ASCII, compile to binary model.
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Yeah to be honest unless you are planning on adding a cutscene where the player picks up the datapad so that you get a good look at it close up, it's probably just too much noise for such a small object. Edit: If you really want to add the broken screen, one option would be to add an additional floating mesh above the screen that has its own texture that you could use for the broken glass effect. Breaking it out separately from the animated screen texture might help it via more pixel density.
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Eh, you get what you pay for. I did say it was pretty half-assed after all. Having a look at the screen WIP thread, I was thinking that the hinge (?) cylinder on the datapad could probably stand to get a few more polys to round it off. Edit: So I started out rounding off that back cylinder, which lead me to just remaking the whole thing: That necessitated new UVs, so the vanilla texture layout won't work. But on the upside, there's less to fake now with some real geometry. I also split the screen out to its own texture, so you can take advantage of the extra real estate. The severed arm version has its own separate textures. I also fiddled with the stump end of the arm a bit, but there aren't many polys to work with. Placeable_Datapads_New_Datapad_Model.7z
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There are a bunch of broken glass/screen textures available. I recall in the past also having a PS brush preset for it. You should be able to find something suitable under one of the Creative Common licenses (for example). And of course these days there's always the "AI" route to generate your own from scratch (for example here or here). Here are handful of AI ones I got with some quick messing around: AI_Glass_Images.zip People more familiar with that sort of thing could no doubt produce some better quality images, but I don't think you need anything crazy for a tiny datapad screen, especially since it's only going to be a semi-transparent overlay. As to the model viewer, I have never used it, but assuming it doesn't have a readme explaining it I would probably take 3DS Max controls as a good starting point to test.
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