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Everything posted by DarthParametric
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I don't use Blender as a general rule, so you'd have to look up a tutorial for that. It's not a KOTOR-specific operation.
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If you are looking for character animations then yes, they are on the supermodels. Note that if you are wanting to modify an animation, you do not want to touch the animation on the supermodel itself. Import a copy of that animation onto the target model (for example the Dark Jedi in your screenshot) and modify that version. That way only that specific model will use the modified version. Everything else will use the vanilla animation.
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Character models typically use supermodels for their animations rather than having animations directly on the model itself. You can see the root supermodel designation in your screenshot in the OdysseyBase properties (just above your circled section). Supermodels exist in a hierarchical chain, with animations being pulled from multiple files. Animations are always pulled from the lowest (i.e. first) instance in the chain, so animations on the model itself will override any animation of the same name in any of the supermodels. This allows males and females to share some anims but have unique variants for others. For example, the base supermodel is S_Female03, which only female characters use. The next one up the chain is S_Female02, which is what males use. That allows for there to be separate walk animations for males and females, for example.
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Make sure you edit your swkotor.ini to set the resolution under the [Graphics Options] section. For example: [Graphics Options] Width=2560 Height=1440 Also, I have always found the best results when telling UniWS to patch the 800x600 resolution. I have gotten issues when trying the others in the past.
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Sometimes the Best Solution Is the Simplest: KotOR Modding Edition
DarthParametric commented on Leilukin's blog entry in Leilukin's Blog
Sounds like adding a _false.utc to the Override would be an awesome troll mod. -
Black Vulkar Base Engine Lab Bench For Swoop Accelerator
DarthParametric commented on DarthParametric's file in Mods
Given that the mod works fine for everyone else, it's unlikely to be the cause. The primary element of the mod is an edited room model, the files for which are in your Override folder - m10ac_31a.mdl / m10ac_31a.mdx / m10ac_31a.wok. The other change is a tweak to the module's GIT to reposition the engine placeable. But that's not practical to revert if you've installed a bunch of other mods, which clearly seems to be the case. It also shouldn't cause any problems anyway. To start with, before deleting any files I would suggest going to the Modules folder and temporarily moving tar_m10ac.mod somewhere else. Try loading the module again. If it doesn't crash then it's something injected into the module. If it still does, then it's something in the Override folder. -
Kotor2 camera issues
DarthParametric replied to Ginnet Reno's topic in Knights of the Old Republic General
This should only be possible with the Aspyr version of TSL, since they added controller support to it. Won't/can't happen in the vanilla version or in K1. At least not without some emulation layer allowing controller input. So as with many other problems it introduces, your life would be easier rolling back to the "legacy pc" version in the betas branch drop-down. At least for future reference anyway. You don't want to do it mid-playthrough since it will nuke your current install. -
Kotor2 camera issues
DarthParametric replied to Ginnet Reno's topic in Knights of the Old Republic General
It's definitely not a mod issue. It's user peripheral input for sure. Might help to see the full contents of Device Manager to see what's plugged in. -
I haven't played ME for several years now, but for ME1 if you have an AMD CPU you'll want the "Silent Patch" which fixes broken lighting on character models on Noveria - https://cookieplmonster.github.io/mods/mass-effect/ There was an alternative mod that did the same thing before that on Nexus (might still be there) but it was laced with adware. Here's an exhaustive rundown of what is happening under the hood to cause the issue for anyone interested.
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Yes, replacing the exe with HoloPatcher will prevent the issue happening.
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Specifically, it nukes files that use certain characters in their filenames when it repacks the MOD for the Grove module, meaning that k_pdan_state1-.ncs and k_pdan_state1+.ncs get deleted. These scripts are the starting conditionals that check the value of the DAN_BOLOOK_STATE global, without which the DLG won't function correctly.
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Is the ship meant to be crashing into the station?
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Help needed - Cat model and texture in KOTOR I and II
DarthParametric replied to JediArchivist's topic in Mod Requests
It would be useful to know which site, specifically. Is that the only version of the texture available? It's only 128x128 which would be pitiful even when KOTOR was new. Edit: Just had a look at the model and it isn't going to work. It uses blendshapes (AKA morph targets), not skeletal animation.- 6 replies
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Help needed - Cat model and texture in KOTOR I and II
DarthParametric replied to JediArchivist's topic in Mod Requests
So it's already rigged then. That makes things a lot easier. I gather this is something you downloaded somewhere?- 6 replies
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Help needed - Cat model and texture in KOTOR I and II
DarthParametric replied to JediArchivist's topic in Mod Requests
Simply rigging it isn't going to achieve anything unless you also create a suite of custom animations for it as well. Let's be honest, nobody is going to do that for you. Your only practical option for custom models is to use an existing skeleton so that you can use its animations. I don't think there's any quadruped rig in either game that would work for a cat though.- 6 replies
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MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric replied to DarthParametric's topic in Mod Releases
It works perfectly fine. All bets are off though if you are using 100 other mods. Take it up with the author of the list. -
Yeah, seems to be a problem across the board. Btw, this does not belong in the Releases section. It should be in the Site Feedback section.
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K1R is basically a dead mod at this point with no active support. But your problem is unlikely to have anything to do with it anyway, so this is the wrong place to post about it. You can use a script edit to skip the fighter minigame. Download this archive, extract k_ren_levescape.ncs and put it in your Override folder.
- 77 replies
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Mod Request - Scout Jacket Instead of Vest
DarthParametric replied to mancingtom's topic in Mod Requests
Ah, a mistake on my part. The shadow flags were enabled, but the files were ancient and apparently the model classification wasn't set to Character, which caused the shadows not to render. I've changed that and re-exported them. Tested in-game and shadows work as intended now. Attachments don't seem to be working for me at the moment, so you'll have to grab it from here. -
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Your mod list attachment is broken. It's a dead link. I can see that Bastila's conversation with the player after the initial scene with Carth doesn't have the edited StrRef that K1CP makes, indicating interference by another mod. The script that fires between the DLGs is K1CP's though, hence the movie playing. Edit: Actually it's not the hideout module. I forgot that the switch to HoloPatcher meant we just edit the existing StrRef directly now rather than appending a new one. I'll also need tar_m03af.mod from the Modules folder.
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Mod Request - Scout Jacket Instead of Vest
DarthParametric replied to mancingtom's topic in Mod Requests
So I can confirm that the image data is being stored vertically flipped. Most applications can read the file and show it correctly, but KOTOR can't do that. So a hacky workaround is to add the -flip command to the batch file. That will cause KOTOR to render it correctly, but everything else (like Photoshop, etc.) to show it as vertically flipped. I'm not entirely sure that there's a command to get it to export in a form where everything will render it correctly. It might require hex editing the files afterwards to set the proper flags. -
Mod Request - Scout Jacket Instead of Vest
DarthParametric replied to mancingtom's topic in Mod Requests
Can you open one of the created TGAs in the OUTPUT folder and take a screenshot? Use Photoshop, Gimp, Paint.NET, etc. Are you using the TGA in the Override, or did you convert it to TPC? Edit: OK so I tested it on my end and it seems it's an issue with how ImageMagick creates its TGAs. It's causing the game to flip them. If you follow the steps above to convert them to TPCs using TGA2TPC, that fixes the problem, since it automatically detects flipped textures. If you do go that route, delete the TGAs/TXIs in your Override after copying the TPCs across. I'll also see if I can figure out the command to get ImageMagick to create the TGAs with the proper orientation.
