DarthParametric

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Everything posted by DarthParametric

  1. Gelesi - http://starwars.wikia.com/wiki/Gelesi
  2. I've already made the models - http://deadlystream.com/forum/topic/3377-request-missing-bao-dur-body-models/?p=57092 I was hoping someone would provide a "proper" way to remove the restrictions, but it seems like editing his UTC and removing his sub-race is the only option. You should move further discussion of this to the above thread.
  3. I think it's tied to his unique sub-species, Zabrak. It seems to be implemented separately from the Wookiee sub-species restriction. The Human limitation is only to distinguish between droids and everything else I think.
  4. This should be the order they appear in the game: I wonder what the portrait guy was thinking. Flipped a coin on what direction they faced and what background to use?
  5. It should be noted that those are the model names. The way in which they map to available character selection are different in a couple of cases (some of the caucasian females for example).
  6. The same as any other head mod. Add appearance/heads/portraits.2da entries (where applicable - some already have the two former ones). And add textures and portraits as appropriate. The URL should give you a hint.... That is everything there is, as I recall. Although possibly there are some mismatched K1 textures. It's been a while since I looked. Never assume.
  7. A bit of 3C-FD action: I haven't done the textures for the smaller side eye things yet, so those are just some solid colour placeholders. And T3 with the old school head, for those so inclined:
  8. Does whatever you are using (Terragen, was it?) allow for distributed rendering?
  9. Don't hold your breath. Come back in another 6 months time.
  10. Good thing for you then that I have already edited all the animations to add wheel rotation.
  11. Make sure that you have enabled the option for KTool to read 2DAs from the Override and that appearance.2da has all the relevant entries - i.e. make sure you've installed the mods you are editing.
  12. Throwing down the base textures on the T7 astromech:
  13. You're asking if you can get the mod's content without using the mod?
  14. After years of being lazy and cheap, I finally got around to splitting out my modding files to their own server. Even got a spiffy new domain, imaginatively titled darthparametric.com (the old stuff should all be redirected, hopefully)

    1. djh269

      djh269

      Will I be able to find all the little fixes you've made for people in the past?

    2. Sith Holocron

      Sith Holocron

      Looks like some of the mods still have links to LucasForums in the read-me files. Just so you know.

    3. DarthParametric

      DarthParametric

      Nothing has changed, everything has just been moved from one server to a another. It should be fairly transparent to endusers.

       

      As to the readme descriptions, yeah, it's the same old terrible site I've had for years. I haven't changed it, just moved it.

  15. Do not ever extract multiple mods to the same folder. Extract each into their own separate folder. You'll have to start fresh with all your mods.
  16. Spot the escapee from Dantooine in this crazy clip - https://i.imgur.com/9aC1FTq.gifv

    1. VarsityPuppet

      VarsityPuppet

      He sure gets around, doesn't he :)

    2. Sith Holocron
  17. The chin/jaw was clipping through it in any head turning animations, which was why I shortened it further.
  18. I've made some further adjustments to the collar. Here's a revised K1 version and a TSL version for testing: https://www.darthparametric.com/files/kotor/k1/[K1]_Female_Bandon_Robes_v1.3.7z https://www.darthparametric.com/files/kotor/tsl/[TSL]_Female_Bandon_Robes_v1.0.7z
  19. Here's the best I can do. For anything else you'll have to get someone else. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Bearded_PMHH01.7z
  20. That's how you do that. Add your new item type to baseitems.2da, put it in your Override folder, and in KOTOR Tool make sure Tools -> Options -> Other that the "Look in Override" option is enabled.
  21. The problem is primarily with the normal attack animations. Giving them all two weapons or double-handed weapons may be a more useful approach. That was already the intention. I've added some upper lip weighting, but it's still not quite like the vanilla. Will try changing the lobes to dangly meshes and then post a video. Edit: Here we go, although there are some shading issues on the lobes causing some odd effects from the spec map. I'm a bit vague on the settings, so they could do with some tweaking. Some extra subdivisions may help smooth out the jankiness as well.
  22. I'm not sure what it is you are describing. It is literally impossible for it to affect other installers, unless you dumped the contents of the tslpatchdata folders from multiple mods together into a single folder or something.
  23. You'd need to add a new entry to baseitems.2da to create a new class of weapon, if that is what you are talking about.