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Everything posted by DarthParametric
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How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
You can try this: It requires the non-transparent textures from Silveredge9's mod, but nothing else (so delete the NCS, DLG, and UTC from his mod, if they are in your Override). It uses a full body model with a reorganised hierarchy, much like the hologram fixes I did for TSL. I made some edits to the meshes to hopefully minimise any rendering issues. It uses mesh-based alpha, as with my example up above. I went with a value of 0.5, but that can be adjusted if necessary. -
I nominate ndix UR and bead-v for their MDLOps/MDLEdit/KOTORMax work. It seems unfair to pick one over the other though, since they collaborated on all the gubbins under the hood of their respective endeavours. They really deserve some sort of joint award.
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Whoops, missed that part. In that case, it's just a matter of adding unique appearance.2da rows and patching the relevant UTIs in each module to point to them. But yeah, the pool of available heads is pretty small. That's probably part of why Bioware went with the masked approach in the first place. Another possibility might be using the Dark Jedi body in combo with some of the full face masks to mix things up a bit.
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The issue with the Dark Jedi is that they are a full body model, i.e. the head is integrated into the body model, not separate like with players and most NPCs. Additionally, the hood/head can't simply be removed because that leaves a giant hole in the upper torso. You can scoop out the face mesh and slot in a regular head (with a bit of tweaking to the hood to hide any gaps), but animation sync issues mean you'd have to create each variation as a full body model. It's not a case of something as simple as a few appearance.2da edits, which is presumably why we are not overburdened with examples of such mods. Edit: Here's a proof of concept of a head swap. They are still all clones because it was a quick and dirty override, but you get the idea.
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Why it's not okay to upload someone else's mods
DarthParametric replied to Xuul's topic in General Kotor/TSL Modding
ESET is Slovakian. -
After multiple reloads testing the Taris Upper City South medical center, I finally realised that Zelka Forn has the same voice actor as G0-T0 in TSL (and SWTOR Bounty Hunter companion Gault Rennow)
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He's also Colonel Darok in SWTOR as well. (Kristoiffer Tabori plays a few other roles besides HK's in TOR)
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heh. I love coming across characters with voices from other SW media. The one that I have the most fun with is when it's the guy that did Dooku's voice in CW. I always respond with "Yes Dooku."
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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LAA patching is unlikely to achieve anything. The game was originally designed to run on cut-down Pentium III Celeron with 64MB of pooled RAM after all. On a PC, most of the added overhead is probably handled directly by the GPU and its dedicated VRAM. You won't be able to patch the EXEs of the Steam versions given their DRM, so it is kind of moot in those instances. I'm not sure whether the GOG versions already included it, but there would be no harm in patching those.
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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In that instance you could presumably at least cap a new video and sync the audio to it manually so that at least it is in 1080 (or higher).
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Just a referrer spoof I imagine? Should also be able to achieve the same thing with a custom referrer addon/script.
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What SFX? Can't pull them from the video?
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https://github.com/crosire/reshade They think the same as any other commercial entity. They don't do squat unless they are getting paid to do so. There's no financial incentive for them to bother with additional patches.
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No, it won't work with Reshade, or any other OpenGL override. The source for both is available though, so merging is always a possibility for those of the code monkey persuasion. It doesn't address the saber issue, no, but possibly it could if you knew which shader/s to edit (and how to edit them).
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If you are using the Aspyr version of the game, that's the problem. Amongst many other bugs they introduced, they screwed up the fog. This is what you want: https://github.com/HappyFunTimes01/ShaderOverride See here for more info - http://deadlystream.com/forum/topic/5345-fog-and-speed-blur-fix-for-the-2016-tsl-patch
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http://deadlystream.com/forum/files/file/1152-tga2tpc/
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Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
Cool, glad to hear it worked. I wonder how many other KOTOR graphical issues could be fixed in a similar manner. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Any large mod going forward will need to incorporate custom placeables into room models where possible to bypass the issue. If they rely on scripted interactions that can't be done any other way then they'll need to make that clear so end-users are aware and can plan accordingly.
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Importing custom mesh for player head
DarthParametric replied to LunaCantabile's topic in General Kotor/TSL Modding
Things like pony tails and bangs can be turned into "damgly meshes" (AuroraFlex/OdysseyFlex) to provide a bit of dynamic movement. Have a look at the vanilla models to get an idea of how it works. -
Importing custom mesh for player head
DarthParametric replied to LunaCantabile's topic in General Kotor/TSL Modding
I'd say adding a new head via new 2DA rows would be the "better" approach. Replacing an existing model is just easier. You'll want to start with an existing head to get the rig, and use as a guide for scale and position of your custom mesh. There are a few eccentricities with with the way KOTOR works, which may necessitate changing your mesh to suit. Poly count-wise, I probably wouldn't go above 5K per mesh chunk if you can help it. You also do not want to enable shadows on any single mesh over 1K or so polys, or you'll get a crash. If you are considering long hair, you are probably going to wind up disappointed. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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The base install adds eight entries, the optional content an additional one. I can mitigate the optional one (sparring circle) with a level model replacement, although that merely makes for a different type of potential incompatibility. Diversified Wounded Republic Soldiers On Taris currently adds twelve of its own, but a number of those are "spares" that I was toying with swapping around with scripting before this issue cropped up. I'll have to revise that and remove the unnecessary ones. In fact I was already replacing the room model in that instance anyway, so maybe I could just dispense with placeables for this one altogether and make them part of the room model. That will probably mess up my staggered animations though. It looks like vanilla entries 8, 9, 47, 62, 78, 90, 94, 97, 115 could all be repurposed by K1R or some other major mod. I dare say there are a few more that are populated but unused in the game.
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