DarthParametric

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Everything posted by DarthParametric

  1. Where are you seeing this? Is it a commandline output or something?
  2. Have you put a copy of nwscript.nss in the same folder as DeNCS.jar? You should have a copy in your Override folder after running KTool.
  3. Java-based DeNCS is probably your best bet. There's no longer an official host for it still live, but you can source it via the link Fair Strides provides here: http://deadlystream.com/forum/topic/3003-starwarsknightscom-down/?p=30625
  4. The alpha should always be a transparency mask. The TXI semantics just tell the engine whether or not to blend a second texture, like an environment/cube map.
  5. Most module-specific scripts are stored in that module's archive. For example, k_pend_bridge05 is stored in end_m01aa_s.rim. In KTool go to RIMs -> Modules. Scripts are in the _s RIMs, under the Script, Compiled section. Triggers are always planes, as far as I know. The positions of the N vertices that form its corners are defined by the geometry structs you mentioned. The XYZ and orientation values are basically the position of its axis/pivot.
  6. I dug out the NWMax folder from the old drive to have a look at. The sanity settings are under General Utils in the NWMax rollout, but there's no global kill switch it would seem. Disabling it on the AuroraBase before exporting should be enough, typically. I'm going to guess you have Max installed in Program Files? If so, try running it as an administrator.
  7. KOTOR only has provision for a single model per armour class. The TSL master robes are PMBM/PFBM. You can't have both the vanilla and the movie robes together as master robes, you have to pick one or the other. Your only option would be to either replace one of the other classes, like Padawan/Knight robes (PMBI/PFBI) or Zeison Sha/Jal Shey robes (PMBN/PFBN) with either the vanilla or movie master robes models, or create a custom disguise item that uses the vanilla model with the electromesh texture.
  8. In the NWMax toolbar there was some setting as I recall. I've just moved to a new PC, so don't have it to hand myself.
  9. Well we did get DeNCS out of it, so it wasn't all bad. Having been involved in an ill-fated large modding project myself (BG2R), I have some sympathy for TSLRP. I know well the pain of lots of people clamouring for a release, but nobody willing to actually help do the work. Having observed the TSLRP drama unfold fairly passively from the outside, I think their main mistake was not making public releases from an early stage. Closed beta testing is fine and a necessity, but don't go making a big song and dance publicly about something until you are willing to release it. Doing so would have done two things. It would have dampened some of the noise from the peanut gallery, and it likely would have encouraged more people to volunteer to help.
  10. Yes, you can't load binary models. You'll have to decompile them with MDLOps first, then load the ASCII model with NWMax.
  11. It's just bitching about not being able to create a sanity output text file. The NWMax sanity check feature is pretty broken for KOTOR models anyway, so you can just turn it off. From memory you may have to disable it within the script preferences as well as unchecking it on the AuroraBase output settings.
  12. Be prepared to see a lot of that. KTool is old and cranky. It will throw a lot of errors in the course of general use.
  13. I've adjusted the weights for the lower section of the jacket to fix up some deformation and clipping issues: I really should have added some extra subdivision on the back middle section, but I'm not going to attempt that level of alteration at this point in proceedings.
  14. This should provide a solid background of the ins and outs of the Blade Runner pistol particulars: Edit: The Tomenosuke Blaster Pro is the Japanese replica that Adam mentions in the video - http://www.tomenosuke.com/blaster/
  15. Finally got most of my stuff reinstalled on the new system, so I've picked this back up. I've done the UV unwrap for the jacket and remapped the recycled bits to fit on a single texture. Gave it a skin wrap and tweaked the weights, ready for an in-game test.
  16. If you are talking about my mod, which isn't a "skinpack" per se, then it should be fairly compatible with just about any mod as long as you install it last. The only mod that is likely to be incompatible is that one that alters HK to use player animations (and even that may still work, I've never really looked at it).
  17. The models are fairly irredeemable. The heads at least would definitely require new meshes. The Gran is probably feasible, since it would require minimal skinning/rigging, but I'd say you are probably out of luck getting a new Quarren (at least one that is animated anyway).
  18. An alpha dictates transparency by greyscale values. White is 100% opaque, black is 100% transparent. You won't actually see transparency in Gimp. It's a mask that the game uses to control transparency. If you are creating transparent images in Gimp, try saving them as PNG and then converting them to 32bit TGA. PNG actually uses an alpha for transparency, unlike GIF, and I believe that Gimp will preserve it during conversion (unlike PS).
  19. It looks like in some instances, holo Vandar for example, they animate the alpha value of the meshes instead.
  20. If you just mean the appearance, the easiest option would be to extract a copy of the DS texture, PMBJ01, rename it to PMBJ02 and put it in the Override folder, overwriting when asked.
  21. That's an OpenGL shader hack. It has nothing to do with regular mods and won't affect them directly.
  22. You also may want to do a level transit cycle. While an onload script should notionally function correctly loading directly into a level, I have found it can get a little flaky if you are loading a save where you'd previously spawned different stuff in via script. That's why I usually like to test somewhere right next to the Ebon Hawk, so you can enter and exit to quickly cycle through a level load.
  23. They have no skins/weights, and will likely never do so, so they will probably never be released.