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Everything posted by DarthParametric
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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. -
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
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"How about a poison arrow launcher, net launcher, flamethrower, and liquid nitrogen sprayer upgrade for your wrist launcher?"
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Version 1.2
12,530 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 -
How to make a character see-through? (K1)
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
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. -
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.
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Yes, I have.
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3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
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. -
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.
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Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
It's not on all scripts, just ones that typically fail to decompile with nwnnsscomp, etc. -
Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
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. -
Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
It's GUI-based. You should be able to just run the JAR directly. -
Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
Where are you seeing this? Is it a commandline output or something? -
Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
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. -
Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
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 -
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.
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Missing k_pend_* scripts?
DarthParametric replied to CactusCole's topic in General Kotor/TSL Modding
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. -
3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
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. -
Confusions regarding model usage.
DarthParametric replied to CapnCook's topic in General Kotor/TSL Modding
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. -
3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
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. -
TSLRP: Not Quite A Post-Mortem
DarthParametric replied to InSidious's topic in General Kotor/TSL Modding
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. -
How to edit character model in 2017?
DarthParametric replied to akadrus's topic in General Kotor/TSL Modding
Yes, you can't load binary models. You'll have to decompile them with MDLOps first, then load the ASCII model with NWMax. -
3dsmax nwmax export error. Help?|SOLVED|
DarthParametric replied to Darth_Edward's topic in General Kotor/TSL Modding
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. -
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.
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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.