DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. In TSL they are packaged in their own separate archives. You can find them listed under ERFs -> Modules.
  3. 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
  4. 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
  5. There's no way to make a proper recreation of the mask as an actual equippable KOTOR mask without massive amounts of clipping.
  6. 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).
  7. 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.
  8. 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.
  9. I gave it to Quanon to texture. Then he was eaten by a space slug. The end.
  10. Here's the module list half of it. K1 modules: TSL modules:
  11. 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/
  12. 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.
  13. This would be a good starting point - http://deadlystream.com/forum/topic/5501-the-missing-heads-in-tsl/ As to how you make them show up, the same as any other player head: entries in heads.2da, appearance.2da, and portraits.2da.
  14. 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.
  15. 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.
  16. 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
  17. Here you go, an Anakin AOTC saber for TSL: https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z
  18. 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?
  19. If you are running it from a folder under Program Files then you will likely need to always run it as an admin. Right click on the exe, Properties, click Run as Administrator. That will enable it permanently.
  20. https://www.darthparametric.com/files/kotor/k1/[K1]_Bearded_Mullet_Man_Vanilla_Style_Portraits.7z
  21. It has never been taken down, just never formally released. https://www.darthparametric.com/files/kotor/k1/[K1]_Bearded_Mullet_Man_PMHC04.7z
  22. Those keys are what the CD version already uses, hence why you need it for the other versions (seeing as they didn't exist when KTool was coded). There should be no need to use it for the CD version unless you have manually moved the install folder.
  23. Made some adjustments to the lighting and the horizontal bars/surrounds. Also switched the exported texture from DXT5 compression to uncompressed, as there were some nasty compression artefacts (probably not really noticeable in a compressed video). I think it needs to be shifted a squidge to the right. And it could possibly stand to be narrowed up a touch as well to tighten in around the buttons, although it probably needs to be tested on other aspect ratios/resolutions first to see how it mates with ndix UR's GUI files for non-1080/16:9 resolutions.
  24. I tried out the pre-rendered approach. After looking at the vanilla model (I replaced the original background plane with my own), I realised they used self-illum to brighten it up. I did that as well but I still need to fiddle with the balance of it, as I had compensated for the previous darkness by changing the lighting of the render, so now everything is probably a bit too uniformly bright. I can play with that later though. For the moment I am still messing around with different materials. I'm not really keen on the look of the horizontal blue stripes/surrounds, might need to fiddle with those a bit.