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Posts posted by DarthParametric
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If all you want is the existing K1 twilek_m03 texture variant, it already has an entry in K1's heads.2da. Just add a new appearance.2da row that uses a normalhead value of 67. If you want a new, custom, texture, then follow the below.
If you look in heads.2da, you'll see the model names in the heads column. The Twi'lek head models (in both games) are:
twilek_f twilek_f02 twilek_f03 twilek_f04
twilek_m twilek_m02 twilek_m03
With F designating female, and M male.
You'll need to extract the appropriate MDL and MDX from
BIFs -> models.bif -> Aurora Model
and
BIFs -> models.bif -> Aurora Model Extension
Note that you need to select the appropriate files and hit the Extract button, don't double click on them. That converts them to ASCII with MDLOps, but you want the original binary files.
Next you'll need to do some hex editing. I'm not going to provide a blow by blow account of how to do that here. The gist though is to choose a new model name and a new texture name with the same number of characters as the originals, rename the MDL/MDX files to your new filename, open the MDL in a hex editor and do a Find and Replace on the appropriate values. As is common with KOTOR models, these Twi'lek heads (with the exception of twilek_f/twilek_m) use the same name for both model and texture. So for example you could take twilek_m02 and replace all instances of that with something like twilek_m27 (whatever you want, as long as it is the same number of characters as the original). Create your texture with the same name. Then go through the 2DA editing process I outlined above to add your new entries.
Now you could say that this is the "proper" way to add custom head variants, and perhaps the only way for K1. But for TSL they added a new column to heads.2da called alttexture where you can specify an override texture. If you look at how they set up the vanilla Twi'lek heads, you can see that they just specified the first model (twilek_f/twilek_m) and then specified the variant texture (Twilek_f07, twilek_m04, etc.) in the alttexure column. So for TSL you can get away without hex editing.
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Make a copy of the Twi'lek male head model, give it a unique new filename, then hex edit it and change the texture name (you must keep the same number of characters). Create a new row in heads.2da that references your new Twi'lek head. Then create a new appearance.2da row as you presumably have done previously, and specify your new heads.2da ID number in the normalhead column. Make sure when setting up TSL Patcher that you specify the heads.2da info first, so that the memory tokens can be set correctly.
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They are globals, defined in the script that Fair Strides posted:
string stringGLOB_4 = "g_w_blstrrfl001"; string stringGLOB_5 = "g_i_adrnaline003"; string stringGLOB_6 = ""; string stringGLOB_7 = "g_w_blstrpstl001"; string stringGLOB_8 = "g_i_adrnaline002"; string stringGLOB_9 = "g_i_implant101"; string stringGLOB_10 = "g_w_blstrpstl001"; string stringGLOB_11 = "g_i_secspike01"; string stringGLOB_12 = "g_i_progspike01"; string stringGLOB_13 = "end_locker01";
As Fair Strides pointed out, stringGLOB_13 is the starting footlocker. Referring to the globals list, the tag is end_locker01. If you look in the placeables list for end_m01aa_s.rim, you'll see a number of footlocker UTPs. If you check the tags, you'll see the one you want is footlker001.utp. To do what you want, you'd have to delete the clothing item from the footlocker's inventory by editing its UTP, then edit the script Fair Strides posted to spawn the particular items you want for each class. Then you'd need to package it up as a MOD file. -
Details left, the tattoo, which... *sigh* Bioware UVmapped in 2 parts.
One at the top and one at the bottom of the skin layout. Which means getting it all lined up will be bitchy.
Time for you to upgrade to the 21st century and the wonders of mesh painting, young Padawan.
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I'm curious as to why you'd be changing the Hammerhead's texture to an apparently non-existent one to fix the nebula issue. It seems like only 104perb would need editing.
101perzc:
V_Hammrhd01
to
V_Harmrhd01
104perb:
EBO_neb
to
PER_neb
104perg:
V_Hammrhd01
to
V_Harmrhd01
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Regarding Group Finder, as I said in the OP, I am trying to avoid random PUGs like the plague. I don't need the aggravation.
As for PvP, I would recommend starting a new Event toon, getting them to level 10, picking their advanced class, then Queue PvP. Buy a valor boost while you're at it. It only took me 3 matches and I was Valor 5.
Yeah I have a Smuggler I started today for the two Republic FPs. He's at lvl 12. I did try queuing for Warzones on him earlier, but it was the middle of the night in the US, so no joy. I've parked him until the weekend, will try again then.
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So I'm coming late to this party. I ignored the Dark vs Light event up until now, but I decided a few days ago that I could probably knock it over up to the Eternal level pretty easily before it ends in a few weeks. That was before I realised that not all the Flashpoints had solo modes added. I'm uber casual (dirty clicker) and basically never do group content, beyond the odd class story teamup with friends back at launch. I'm not looking to PUG for these and deal with the grief that often entails, and I have no interest in joining a guild. I just need someone to babysit me through Tactical versions of the ones left on the DvL checklist. I hear they are duoable (if that is a word). These are the ones:
Athiss
Cademimu
Czerka Corporate Labs
Czerka Core Meltdown
Hammer Station
Kuat Drive Yards
The Red Reaper
Mandalorian Raiders
I have a 65 Jugg (Vengeance) as the main for the DvL event which was what I was planning on using for these. Gear is just the base Common Data Crystal 208 stuff. I can respec to Immortal if a tank is preferable.
I also have to do PVP to reach Valor 5. Blech. I've never even set foot in a Warzone.
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If someone could ever get fully animated models working in-game
The most practical way would be to duplicate some of the existing animations and rename them to whatever the missing ones are. Although that might not be super great, depending on what animations are missing.
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So is this just Magnus's original version of KAurora, or has it been modified? Still waiting for the supposed holy grail of a KAurora and MDLOps union.
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Maybe a Hidden Bek logo on her jacket? I guess you'd have to design one though, I don't think they have one in-game
You could check out the KOTOR comic I guess. They had a bit of Hidden Beks stuff in a few issues as I recall. There are probably some outfits that could be used as inspiration, although you are probably pretty limited without custom models.
It's always tricky working on her lekku, since part of the texture is on her body tga, not just the head tga. I wish Bioware hadn't done that, since it made it too hard for me to make other characters with that head mdl, while incorporating DS transitions
You could always try condensing the UVs 50% to fit them both within 0 to 1 space, then sticking both textures side-by-side as a single 1024x512 texture. That would allow you to do DS transitions.
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some sort of logo? Suggestions are welcome
Czerka maybe?
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Don't put stuff in Program Files. Windows is pissy about access rights there.
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I think it's at least true that the official reveal with the Deceived cinematic at E3 set expectations beyond anything the game could ever live up to.
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The cinematic trailers were all by Blur Studio, which at a reputed cost of something like $1,000,000 per minute, is a cool $26+ million dollars worth.
I'm not sure who did the HK unveil video.
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This would appear to be the final version of the one recommended to you the last time you asked.
Mirror of the KOTOR Files listing:
Mirror of the file at Gamefront downloadable here:
https://web.archive.org/web/20151027220709/http://www.gamefront.com/files/14392653
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I've been busy with work stuff, no time or inclination for KOTOR modding lately.
I still have the ponytail head source model, but I don't have a compiled game-ready version at hand presently. I'll cobble together something when I get the chance.
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I'm pretty sure Twi'leks know all about leather thongs.
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It seems like he has leggings, but his crotch is indeed adrift in the breeze.
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I can manage to transit in and out of the cache on Dxun without crashing, which is where I took those pics. Could be an unrelated issue.
Here's a save: http://www.darthparametric.com/files/kotor/misc/TSL_ForDrd_Test_Save_Dxun.7z
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I hadn't planned to, since I already had a male version I had played around with previously. However, having a quick look at it the female robe is far more roomy. It doesn't have any of the clipping issues the male version had around the chest plate. Aside from trimming off the shoulder pads and backplate, they basically slot straight together with minimal effort.
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There's only a single Toydarian appearance as far as I know, so any change should affect all instances.
I'd suggest clothes would require an extensive remodelling of the Toydarian mesh, which is highly unlikely to be undertaken by anyone.
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Creating new NPC's via appearence.2da
in General Kotor/TSL Modding
Posted
The Sith Soldier is a full body model, so its textures can be directly overriden via appearance.2da. Look at rows 28, 44, 261 in K1's appearance.2da and you'll see the 3 types all use the same model, they just specify different textures.