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Everything posted by DarthParametric
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You'd have to extract, convert, and load the models into a 3D package. That's not something that can be covered with a quick explanation. You'll have to go look at some of the mod tutorials that cover that. KOTORTool will individually convert TPCs to TGAs. Someone (maybe tk102?) made a commandline batch converter, although I can't find a link for it at the moment. However there is also a commandline converter as part of the Xoreos Tools: https://github.com/xoreos/xoreos-tools/releases/download/v0.0.4/xoreos-tools-0.0.4-win64.zip https://github.com/xoreos/xoreos-tools/releases for other versions. You can use a batch file to mass convert TPCs. Put the TPCs in the same directory as the tools, then extract the BAT from this Zip: Batch_Convert_TPC.zip into the same folder. Double click the BAT file and it should convert all the TPC files it finds. The batch command, for those interested: @echo off for %%F in (*.tpc) do xoreostex2tga --tpc %%~nF.tpc %%~nF.tga pause
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I assume you mean C:\Program Files (x86)\. In that case download and extract the attached Zip, then double click on the extracted REG file, clicking on Yes when asked. KOTOR_Original_Registry_Keys.zip
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Practice. Lots of practice. Or re-roll your character with the Artistic Talent starting trait.
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Not really. It would be easier for you to just post the location of your game installs, along with what version of Windows you have (32bit or 64bit), and I'll just make you the REG file.
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My body is ready:
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I saw mention of an all class skills mod by ChAiNz.2da, but a quick search didn't turn up a copy of it. I'm not even sure what the name of it is, which makes the search somewhat harder. At a guess, I'd suggest the Lara Croft head was a port from something like Tomb Raider: Legend. The pic is from Messkell's "Bastila Shan Mature Look" mod, but it makes no reference to the source of the Lara head. Best you give up hope on that one.
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KTool predates the existence of the GOG and Steam versions, so it only looks for the registry keys set by the CD version of the game. You can add the information it needs to the registry by creating a REG file pointing to your game's install location. For example, for a typical Steam location you would use something like: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II" Copy and paste that into a text file. This assumes you have a 64 bit version of Windows. If you happen to still be running a 32 bit version of Windows, "Program Files (x86)" would just be "Program Files" and "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node" would just be "HKEY_LOCAL_MACHINE\SOFTWARE". Change the drive and folder location to match your install location, making sure to keep the double slashes. Once you have made the appropriate edits, save the file and change the TXT file extension to REG. Then double click the file and answer yes when it asks if you want to add the information to the registry. After that, KTool should find the games.
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In TSL they are packaged in their own separate archives. You can find them listed under ERFs -> Modules.
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I think there are a fair few head mods floating around. The only problem is where to find them. A lot of the the older ones are not hosted on DS. You can try looking over at Nexus Mods for starters: https://www.nexusmods.com/kotor https://www.nexusmods.com/kotor2 At its most basic, you'd be looking at simple texture mods. You'll want to start with how to find and extract game content, using KOTORTool, etc. You can check these out for an introductory modding overview: http://deadlystream.com/forum/topic/3152-basic-modding-tutorials/ https://web.archive.org/web/20121204061235/http://www.lucasforums.com/showthread.php?t=143421 Actually creating a new face texture itself is not something KOTOR-specific, so you can search Google for generic guides on that sort of thing. https://www.nexusmods.com/kotor/mods/1032
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The HK melee mod works by skinning the HK model to the Wookiee rig, which has its own set of animations (as used by Zaalbar/Hanharr). This is not a KOTOR-specific thing. There are a zillion tutorials around on how to skin/weight a mesh in Max/GMax (alternatively Blender, although the KOTOR I/O tools for that are not quite as mature at the moment). For the party member thing, you may want to go the puppet route - https://web.archive.org/web/20150917020824/http://www.lucasforums.com/showthread.php?t=151438
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There's no way to make a proper recreation of the mask as an actual equippable KOTOR mask without massive amounts of clipping.
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Ah, it's derived from a ye olde mod by Star Admiral released back in 2009. Interestingly, I actually have the v1.0 of it sitting in my mod folder. Must not have looked at it for nigh on a decade (last modified date is Feb 2009).
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Placeables don't use quaternions. Quats are three dimensional rotations. Placeables use radians for a two dimensional rotation, i.e. bearing. Conversion of Euler degrees to radians is simple. For example, 90° is 1.5708 radians. Simply put "convert X degrees to radians" into Google for a quick conversion. To get the placeable facing the way you want completely blindly, you could start with a value of zero, then work out what offset you want in degrees and then convert that to radians. You may have to fiddle with it a bit to get the right value. I can't remember off the top of my head what direction zero is. North on the map? Edit: No, east is 0, north is 90, west is 180, south is 270. Using the WhereAmI Armband in TSL as Kex suggests can make life easier, but I don't recall there being a similar armband for K1.
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Nobody has made one that I am aware of. And if you wanted to do it accurately, you couldn't have it as a mask, it would have to be a full custom head.
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I gave it to Quanon to texture. Then he was eaten by a space slug. The end.
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Module NPC and Object Placement
DarthParametric replied to Hobbes's topic in General Kotor/TSL Modding
Here's the module list half of it. K1 modules: TSL modules: -
MDLOps will trash UV islands that don't have detached edges. As superSzym said, you should use the new MDLEdit compiler instead. Here's the link - http://deadlystream.com/forum/files/file/1150-mdledit/ You'll also want KOTORMax to replace NWMax as well - http://deadlystream.com/forum/files/file/1151-kotormax/
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So, this bloody horrible thing: I have always hated the "Mark One" design with a passion. So it's on the scrapheap - I am looking to replace it altogether. I am thinking of something along the lines of one of SWTOR's various incarnations of battle droid: Animations would have to be completely custom though, which I'm not looking forward to. I might have to cap some video in TOR of how their versions walk so I can study it frame-by-frame. Trying to imagine how to animate the mechanics of a three-legged gait is hard to wrap my head around. Edit: A quick trip to Dromund Kaas later, it looks like the two front legs more or less use a typical biped walk cycle, with the third back leg skipping to keep up at twice the rate. Edit 2: I whipped up a very basic version to act as the base skeleton/rig (Mando for scale): I figured there's no point getting carried away with fancy models until I can actually be sure I can make functional animations. Seeing as it needs to have both melee and ranged attacks, I went with a version that has hands, like the one on the right in the TOR reference picture above. For ranged attacks I was planning on a wrist-mounted arrangement, like the Prequel Super Battle Droids have.
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Looking at this, the primary update would appear to be "added stutter fix based on fk.'s code", which is presumably derived from this, for anyone not using the GOG version that wants the same fix. I can't say I recall ever experiencing stuttering myself, but I haven't yet played it on Windows 10.
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I've been poking through the modules of both games, looking for specific NPCs to replace. Here's what I've come up with so far: Some of these will require unique entries in appearance.2da, presumably with some sort of custom texture/model configuration, but others will just be a case of simply assigning a specific model/texture based on what order they get assigned as replacements for the vanilla models. Everything else should just draw from appearance.2da as per usual, and get whatever their replacement is. Although if anyone has suggestions for further additions that warrant specific customisation, let me know. Seeing as I added the protocol droid on Dantooine in TSL at the end, I should probably also edit that door guarding droid in K1 to imply they are the same droid.
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Revan's Hoodless/Maskless Flowing Robes For TSL
DarthParametric commented on DarthParametric's file in Mods
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A good starting point would be Xoreos: https://github.com/xoreos/xoreos/blob/master/src/aurora/rimfile.cpp https://github.com/xoreos/xoreos/blob/master/src/aurora/rimfile.h
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Here you go, an Anakin AOTC saber for TSL: https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z
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Missing/broken console models
DarthParametric replied to metamorphosis's topic in General Kotor/TSL Modding
It seems more likely to me that would be an issue with the module itself. Both of those would be edited as part of TSLRCM. It could also be an issue with placeables.2da. Changes by a different mod could have screwed things up in either case. Are you using the Steam version and Workshop mods?