DarthParametric

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Everything posted by DarthParametric

  1. Mask textures should be prefaced with "I_". You can look at baseitems.2da and appearance.2da, but for some things the quickest route to determine the texture is to decompile the model.
  2. No version of PS deals with DDS natively. The nVidia plugin is outdated now. It may not matter in your case, but if you want to be able to handle the newer DX10/11 DDS formats then you'll want the Intel DDS plugin instead - https://software.intel.com/en-us/articles/intel-texture-works-plugin I much prefer the way the nVidia plugin works, but it's useless for modern games.
  3. The UI is a separate element though. It's not part of the model, and I don't know how editable it is (my understanding is, not very, aside from colours maybe).
  4. We aren't discussing that here. There's a whole other thread for that, linked in the first post. This thread is about simple drop-in replacements for the current menus.
  5. Interestingly, it seems that the menu won't render objects beyond a certain distance from the camera. I cobbled together a test model based on the Ravager bridge level models and it would not render the skybox or Telos in the background. I ended up scaling the meshes down in size and moving them to just outside the windows (or holes where windows should be) and they showed up.
  6. If you mean their current value, then that is stored in the save file. If you mean the actual names, then globalcat.2da is the source I believe. Values are set via scripts.
  7. There's just a hook for the camera position. I suppose you could try animating it and see what happens, but I would think it would probably be more annoying than anything else. Plus the current track is only around 50 frames, ~1.67 seconds, so you'd have to push that out pretty substantially unless you wanted to induce nausea.
  8. So I have been playing around with the TSL menu models of late. A couple of months back I proposed the idea of trying to change up the menus based on game events/progress. I'm not sure whether that will ever end up going anywhere, not if I have to deal with scripting it at least, so in the meantime I thought I'd change things up a bit in a different manner. Stick with the existing villain showcase theme, but rather than just the same old boring black menu with grey fog, put them in their natural habitats, as it were. The first one I tackled was Sion, trying to recreate the Harbinger arrival cutscene. I think it's pretty much done, although maybe the lighting could do with some adjustment. For the next one I thought I would go with Nihilus on the bridge of the Ravager, possibly overlooking Telos. Maybe with Visas in there as well? For the Kreia one I was thinking of having her in the Malachor final battle level, possibly with the floating sabers.
  9. Not that I can see. The logo in the loading screen is stretched in the GOG version using UniWS and the Aspyr version without my altered version.
  10. I got permission from zbyl2. I'll upload them shortly. Just working on getting my other menu mod updated at present. Edit: Updated version with fixed logos is now uploaded. Edit 2: I have now updated my other menu mod - http://deadlystream.com/forum/topic/4556-party-time-sith-ds-player-main-menu-replacement-for-tsl/
  11. The logo isn't part of the model. It's part of the menu overlay (like the buttons). I can modify the texture used for the logo, but presumably the TSLRCM version would require permission to redistribute.
  12. Not without some extensive reworking. You'd have to set up two different sets of appearances, one for the DS version and one for the LS version so you could have different disguises for each. Then have different UTIs for each appearance and each robe type. Femles already use a disguise because of the animation issue, so the most laborious part of the work, all the separate UTIs is already done for them. They'd just need an additional set of disguise appearances and then have the UTIs and scripts edited. Males are set up to use the existing PMBJ appearance, so they'd have to have all the appearance rows, UTIs, and scripts done from scratch. I certainly have no intention of doing it.
  13. View File TSL Main Menu Model Fix for Widescreen This mod adjusts the model files for TSL's main menu so that they properly fill the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). By default, the vanilla menus will have gaps in the background at each side of the screen. This is an inherent issue of the model being designed for 4:3 aspect ratios, so when a widescreen mod (or Aspyr's version) is used, areas of the model are exposed that were not anticipated by Obsidian. This mod addresses the issue by scaling the width of the background plane so that it spans the full width of the screen, and adding an additional VFX emitter to the bottom right of the screen so that the fog also spans the full width. Additionally, a minor correction is made to the Easter egg menu to properly apply the appropriate texture to the eyes, eyelids, teeth, and tongue of one of the Twi'leks, which are untextured in the vanilla version. See the attached pictures for an illustration of the changes. I have edited all 6 menu models, but in practice only 4 of those are typically used in the game (although TSLRCM does also make use of the Easter egg menu). I've included them all to cover all/most eventualities. Note that this mod primarily adjusts the menu models. No changes are made to the background texture, so any custom version of that texture will work with this mod as well. Per a user request, I have added adjusted logo images to address the stretching on those (they are not part of the model). Both vanilla and TSLRCM versions are included (permission to modify/redistribute the TSLRCM logo provided by zbyl2). As of v1.2, I have added optional TOR-style logos. These are based on the one GOG created for K1. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu models like, for example, my own DS player menu mod (although that can be installed over the top of this mod). Any update for TSLRCM will presumably overwrite the Easter Egg menu and the logo. N.B.: This is NOT a widescreen mod! This is just a fix for when you are already using a widescreen mod like UniWS or Aspyr's natively widescreen version. Installation Instructions Copy the MDL and MDX files from the "FOR OVERRIDE FOLDER" and paste them into your Override folder If you have TSLRCM, additionally copy the files from the FOR TSLRCM, overwriting when prompted in both cases If you wish to use the TOR-style logo, versions are supplied to fix stretching for those without a GUI fix, or unaltered if you use a GUI fix mod. Make sure you delete any existing KOTOR2Logo.tga in your Override. If you use Aspyr's version of TSL on Steam with TSLRCM installed from the Workshop, you'll need to use TSLRCM's Workshop folder Override folder instead. If you use M4-78, use its Override. Acknowledgements Thanks to @bead-v for MDLEdit, that made compiling the menu models possible Thanks to @ndix UR for TGA2TPC Thanks to VarsityPuppet for testing 16:10 compatibility Thanks to @JCarter426 for helping with improving some aliasing issues via waifu2x Submitter DarthParametric Submitted 08/13/2017 Category Mods TSLRCM Compatible Yes  
  14. "How about a poison arrow launcher, net launcher, flamethrower, and liquid nitrogen sprayer upgrade for your wrist launcher?"
  15. Version 1.2

    9,642 downloads

    This mod adjusts the model files for TSL's main menu so that they properly fill the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). By default, the vanilla menus will have gaps in the background at each side of the screen. This is an inherent issue of the model being designed for 4:3 aspect ratios, so when a widescreen mod (or Aspyr's version) is used, areas of the model are exposed that were not anticipated by Obsidian. This mod addresses the issue by scaling the width of the background plane so that it spans the full width of the screen, and adding an additional VFX emitter to the bottom right of the screen so that the fog also spans the full width. Additionally, a minor correction is made to the Easter egg menu to properly apply the appropriate texture to the eyes, eyelids, teeth, and tongue of one of the Twi'leks, which are untextured in the vanilla version. See the attached pictures for an illustration of the changes. I have edited all 6 menu models, but in practice only 4 of those are typically used in the game (although TSLRCM does also make use of the Easter egg menu). I've included them all to cover all/most eventualities. Note that this mod primarily adjusts the menu models. No changes are made to the background texture, so any custom version of that texture will work with this mod as well. Per a user request, I have added adjusted logo images to address the stretching on those (they are not part of the model). Both vanilla and TSLRCM versions are included (permission to modify/redistribute the TSLRCM logo provided by zbyl2). As of v1.2, I have added optional TOR-style logos. These are based on the one GOG created for K1. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu models like, for example, my own DS player menu mod (although that can be installed over the top of this mod). Any update for TSLRCM will presumably overwrite the Easter Egg menu and the logo. N.B.: This is NOT a widescreen mod! This is just a fix for when you are already using a widescreen mod like UniWS or Aspyr's natively widescreen version. Installation Instructions Copy the MDL and MDX files from the "FOR OVERRIDE FOLDER" and paste them into your Override folder If you have TSLRCM, additionally copy the files from the FOR TSLRCM, overwriting when prompted in both cases If you wish to use the TOR-style logo, versions are supplied to fix stretching for those without a GUI fix, or unaltered if you use a GUI fix mod. Make sure you delete any existing KOTOR2Logo.tga in your Override. If you use Aspyr's version of TSL on Steam with TSLRCM installed from the Workshop, you'll need to use TSLRCM's Workshop folder Override folder instead. If you use M4-78, use its Override. Acknowledgements Thanks to @bead-v for MDLEdit, that made compiling the menu models possible Thanks to @ndix UR for TGA2TPC Thanks to VarsityPuppet for testing 16:10 compatibility Thanks to @JCarter426 for helping with improving some aliasing issues via waifu2x
  16. What's it look like on Kashyyyk? Btw for Ajunta Pall it doesn't look like they went the hologram route. They just used the standard Dark Jedi model and applied the blue shield VFX via the on-spawn script. The relevant bit being: effect efVisual = EffectVisualEffect(2041, 0); ApplyEffectToObject(2, efVisual, OBJECT_SELF, 0.0);Edit: I tried out a mesh edit. Here's Ajunta Pall in his vanilla guise vs mesh alpha values of 0.5 and 0.75: Uses the standard vanilla textures.
  17. As a scientist, I encourage healthy scepticism in the face of claims made without any evidence. Hopefully such evidence will be forthcoming soon™. But this is not really the place to discuss it. Apologies for hijacking the thread.
  18. Yeah, good old program files. Rule #1 of Windows: Have an OS partition (i.e. C drive) and only install Windows and necessary system files on it. Don't install programs on the Windows partition. Create a separate partition for that. While you're at it, move all your documents off the OS partition as well. You'll save yourself exactly this sort of grief, and when it eventually comes time to do a format and fresh OS install you'll make your life a hell of a lot easier.
  19. This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.
  20. It's not on all scripts, just ones that typically fail to decompile with nwnnsscomp, etc.
  21. Weird. Are you using some ancient version of Java? Anyway, you are best off just opening an NCS file and then closing it straight away, saying yes if you want to save it as an NSS. Often times loading an NCS will only display P-Code in DeNCS, yet when saved as an NSS it will magically be properly decompiled.
  22. It's GUI-based. You should be able to just run the JAR directly.
  23. Where are you seeing this? Is it a commandline output or something?