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Everything posted by DarthParametric
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If you point them to a player's appearance.2da entry. But in that case make sure you edit their inventory and equip whatever armour/clothes you want them wearing.
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Change the "forpc" column value from 1 to 0 in portraits.2da for any player heads you want to remove as selectable. Presumably you'd want at least one male and one female though, and even then the game might get screwy (it may want at least one unique head per class and sex). You'd have to edit the appearance.2da row of a given NPC (or class thereof, like commoner) and change the "normalhead" value to whatever heads.2da row ID you want. If you want specific NPCs to have specific heads, you'll probably need to make new unique appearance.2da rows for them. Then you'd need to edit that NPC's UTC to point to the new appearance.
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Anyone still have the .tpc to .tga executable?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
ABGR? You sure that's not a consequence of your fruity OS? I don't recall seeing that. You have any specific examples? -
Anyone still have the .tpc to .tga executable?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
Use KOTORTool to extract all the TPCs from the texture pack ERF. Then, to quote myself: -
Not that I can recall seeing firsthand, but I can't really claim to have exhaustive knowledge of level-related stuff, it has never been my thing (at least in regards to KOTOR modding).
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If you are baking a custom layout, then you are unlikely to be doing so with any modifiers in the stack (especially if you are following Quanon's routine). In which case the eventual walkmesh would be just like any other mesh. The question is what happens when you dump a walkmesh modifier on it, which should be easy enough to test with any pre-existing lightmapped mesh. No need to bake one from scratch.
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There's nothing inherently special about a walkmesh that makes it different for lightmapping compared to any other mesh, at least as far as Max is concerned. Give it a set of lightmap UVs on channel 2, bake the shadow maps as you would for any other mesh. Perhaps you could have KOTORMax export a dummy version of the mesh with the lightmap UV and texture data (perhaps even as a separate file, like you have for PWK/WOK), then merge it in MDLEdit? Assuming that solves anything. If you have a university email address, you can get an educational version of Max for free - https://www.autodesk.com/education/free-software/3ds-max
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Chances are it won't be 100% compatible, but I've never used it so I couldn't say for certain. Basically if the NPC Overhaul changes any scripts/GITs/etc. to point to different UTCs than what TSLRCM uses, then those instances won't receive hologram fixes. The only way to find out would be to install both and see. Just make sure you install NPC Overhaul first, then the Hologram fixes afterwards.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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That's weird. You'd think that shouldn't matter if you aren't standing in either but rather the room in between (which they are both supposed to be visible from).
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Have you got a save for one or both? I'll test it on the GOG version, see if it happens there.
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Having a look at the level and the VIS, it seems like it should be working properly. Both of the access corridors, 302NARaf and 302NARap, are listed as visible from 302NARr, which is the Serroco side shown in your pics. So it seems like that shouldb't be the problem.
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Seems like it's probably a visibility issue, with with connected room not listed in the VIS file for the room the player is in. Although if that's the case then it should be in all versions of the game, I don't think Aspyr modified those.
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Just so there is a permanent record to allow people to compile themselves if needs be, here is the source for the scripts required to remove the forced turret sequences: Taris Escape k_ren_taris03 void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); } Leviathan Escapek_ren_levescape void main() { PlayMovie("17a"); StartNewModule("ebo_m40ad", "", "11b", "", "", "", "", ""); } Unknown Worldk_ren_unkturret void main() { StartNewModule("STUNT_35", "", "07_2", "", "", "", "", ""); } You can remove the random turret sequences that pop up when travelling between planets with Kitty Kitty's No Fighters mod.
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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Luke's Ep. 5 fatigues (brown jumpsuit) mod
DarthParametric replied to k0mbine's topic in Mod Requests
Is this the one you mean? I know Hapslash and friends made one for JKO/JKA, but I don't believe there has ever been one for KOTOR. It's possible something might be able to be cobbled together from existing KOTOR body parts, although it would certainly need to be retextured at the very least, and I'm not sure how close it would be without some heavy custom modelling. -
MDLEdit doesn't do anything with textures. You'll need to extract the entire texture ERF to a folder, then batch convert the TPCs to TGA. I would suggest using xoreostex2tga from Xoreos Tools for this. On Windows, use a batch file like this: @echo off Echo Converting all TPC files in current directory to TGA Echo using Xoreos Tools' xoreostex2tga for %%F in (*.tpc) do xoreostex2tga --tpc %%~nF.tpc %%~nF.tga pause If you add the texture folder to your Max/GMax directory list, Customize -> Configure User Paths -> External Paths, KOTORMax will automatically load the texture when loading the ASCII model. If you open the Listener (F11) after loading KOTORMax, you will see what texture directories it will search. You'll need to extract K1 and TSL textures to two different directories, and add them both to your user paths. Note that KOTORMax will search in the order they are listed in the hierarchy, so you may need to manually switch between K1 and TSL versions for textures with the same name (for example, Jedi robe textures).
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If you export a model via KOTORMax with the layout position option enabled, it will add that data to the header of the ASCII. I believe this is the only way you can load a model directly with a layout position. Models decompiled from vanilla won't have this data. You load a LYT via the area tools. You can load models in the same folder at the same time if you enable that option (and use -mdledit in the suffix filter, or other wildcard for extraneous filename data as applicable). If you don't choose to have it loading models automatically, then loading a model manually should position it correctly due to the pre-existing AuroraBase of the same name in the scene. Although note doing this will cause double-ups for things like door hooks.
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TSL Patcher - can't choose game folder
DarthParametric replied to Allastair's topic in General Kotor/TSL Modding
Are you trying to use a TSLPatcher exe that you downloaded to install random mods? That's not how it works. It's not a mod manager or something like that. M4-78 should only be available as its own exe installer. Mods that use TSLPatcher will come with their own copy of it that is set up specifically to install that particular mod. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
Unless of course you are using the Steam version with Workshop mods, and installed to a Workshop folder, in which case KSE can't see the files. In that instance you will need to copy the UTIs from the mod Workshop folder's Override to the base game's Override (has to be the Workshop mod's folder version and not from the installer, as the installed version has been properly patched with the right appearance). Alternatively, use the in-game console. -
Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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MOD:Kreia's Fall in HD with original sound & music
DarthParametric replied to DarthVarkor's topic in Mod Releases
Leaving aside the audio, to have it all in-game it should just require adding a new appearance.2da row for the 2 handed evil Kreia, add a new UTC using that appearance and with a unique tag, and edit the script to call that. I haven't re-keyed the animation to test the hood folding (and staying) all the way fully down as yet, no. I did mess around with some minor half-way position adjustments/tweaks though, which is how I came to that conclusion.