DarthParametric

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Everything posted by DarthParametric

  1. Odd. It works fine on my end, albeit I can only see a 1080p section of it: The image is just a RGB/24 bit 4096x4096 TGA. You can try the attached TPC version and see if that works. But it was only intended as a placeholder anyway. Just use your own image and rename it "Pops_MenuBack" and it should work. Pops_MenuBack_TPC.zip
  2. Hrm, I had a look at it. I thought there might have been some additional structs but maybe I was thinking of a different GUI. Given that there is stuff that only appears to be rendered in debug mode (the module list and warp button), I would guess that there could be a hardcoded element to the font colours. Edit: Looking at my menu setup, I have extrapolated an approximate FOV for 3440x1440. The blue square is 1920x1080. I can export a model with the background plane scaled up to suit if you want. Edit 2: Can't really test it on my end, since I'm only running 1080, but try this: 3440x1440_K1_Main_Menu.7z
  3. It does look a hell of a lot cleaner certainly. There seems to be a bit of wonkiness with the blaster fire, and the shadows on the lead ship in the last shot dance around a bit, but I imagine those sorts of problems are more or less impossible to avoid since the AI is only working on a single frame at a time. Probably the best upscale result I have seen to date though. I'm interested to see how some of the others like the Ebon Hawk take-off/landings turn out. And how about something without a space backdrop like the revelation scene (31a), Malak and Revan at the Dantooine ruins (09), or the Bastila/Revan showdown (02)? I'd say your backdrop is too deep/thick. That was something I did initially on my menu surround as well. Try moving the backdrop plane forwards so the depth of the metal surround is only about a quarter of what it is in your screenshot. If you are playing on ultrawide then you'll need to stretch the background plane out further by editing the menu model in KBlender. My mod (assuming that is what you are using as a basis) only widens it enough for 16:9/16:10. You'll probably also want to an additional FX emitter on the lefthand edge to fill that gap you've got there. There are multiple entries in the GUI you are going to have to edit in order for it to be consistent. You've presumably only changed a single state currently.
  4. The error could be an issue with Max, although it would be more helpful if you showed the actual error message. I recall there were some material issues due to changes under the hood in more recent versions. @JCarter426 can you expound on that and provide your fix? Because it's a lot of work. In particular, once you start altering area meshes then you have to rebake all new lightmaps, and that's a bastard of a job. Add to that that the tools to handle area models fully have really only been around for the last five years or so, long past the peak of the game's modding activity.
  5. Extract the LYT and VIS. Extract the MDL/MDXs and their matching WOKs. Decompile the models to ASCII with MDLEdit (if using KMax - KBlender can load the binary models directly). Put the files in a folder together. In order to have KMax actually import the models when loading a LYT, you need to tick the "With Models" checkbox and add in the filename filter so it can find them. In the case of MDLEdit, that will be "-mdledit": For example, in the case of the Endar Spire Command Deck layout, m01aa.lyt, the first room model is "M01aa_01a" but the filename for the ASCII model (when decompiled with MDLEdit) is "m01aa_01a-mdledit.mdl.ascii", so you need to enter that suffix so that KMax knows to exclude it. By the way, if you haven't already you will want to extract all the textures from the game (extract the TPCs and use TPCView to batch convert them to TGAs). Then in Max go to Customize -> Configure User Paths -> External Files and click the Add button to pop up a browser to select the folder where the textures are. Now KMax can automatically load the textures when loading a model.
  6. Sounds like you are expecting a modular or tile-based system like Dragon Age Origins or Neverwinter Nights. KOTOR doesn't use either of those systems for its levels. It uses a room-based system, where each "room" (be it an actual indoor room or an arbitrary outdoor chunk) is a complete model. Said room model will be comprised of numerous meshes, split by diffuse and lightmap texture, plus walkmeshes, lights, emitters, etc. Due to the way walkmesh room linking works, you'll want to load entire level layouts (LYT) into KMax or KBlender to work on a given room.
  7. Which is exactly what I was suggesting. Just bypassing the need to ask for permission, since you'd leave supplying the content to the enduser. Again, exactly what I was suggesting. You create an installer framework on your end with everything except the raw assets. You'd have to create some stuff yourself from scratch, like certain scripts and so forth, but primarily what I was suggesting it for was the big ticket items like level models. The binary content is in the releases section. The script source and ini data is presumably what you are actually interested in though. Especially since there's the possibility of needing to merge them with K1CP alterations to those (or related) scripts that have happened in the time since that mod was first made. Yeah, it's not a full solution if you want to replicate K1R, hence why I only said I had done some of the work. You'd have to make some additional script changes to prevent one or the other being blocked (IIRC it's in the module's OnEnter). And DLG alterations, assuming there's not already vanilla provision for it.
  8. That one is pretty easy. I already did some of the script work for having multiple sets of disguises in a standalone mod - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension
  9. No, there are three head variants for each gender, six total. The vanilla K1 pajama face with N95 Covid mask, the red eyed TSL helmet, and the Scream TSL helmet. I tried to switch the UTCs so the was a reasonably even distribution. I think I posted a spreadsheet of the full breakdown at some point.
  10. Well you don't really need to. While DS rules mean you can't rehost a modified version of K1R. there's nothing stopping you creating an installer setup that relies on the enduser downloading K1R on their end so you can make use of its content. Current changes being made to PyKotor (the backend of HoloPatcher) make the installer side pretty feasible, and it's even probable with the Nexus API that you could automate the downloading of K1R if you wanted to go that far. At the very least you could automate the extraction of the assets once it was downloaded. That's of course assuming there's anything worth going to that much hassle for. I assume it would mostly be the level related stuff you'd want from it? Not that I personally think any of that is actually worth restoring in the first place.
  11. The three Masters on the Star Forge.
  12. No, one of them uses a TOR breath mask which is similar to the one Malgus uses. But it's a standard head slot item for Sith Warriors in TOR. Regardless, I plan to revise the three Master appearances at some point, as I don't like them much.
  13. The vanilla backup head for that NPC is #30, PFHA05.
  14. Bith use local overrides of the dance and dance1 animations for their instrument playing.
  15. Unfortunately neither TLKEd nor Xoreos Tools can read your TLK, and trying to create a new TLK with Xoreos Tools with either a UTF-8 or Windows-1251 encoded XML also causes an error. Interestingly the Xoreos wiki page on TLK encodings doesn't have an entry for Russian for NWN/NWN2/K1/TSL/JE. What are you using to manually edit your dialog.tlk like you mentioned above and create that append.tlk? Edit: Ah, TLK2XML/XML2TLK has a --cp1251 switch. I was running it via batch file so it was using the defaults. Guess I'll try again with that. Edit 2: Nope, Xoreos still doesn't like my input XML when using the --cp1251 switch. Using the --utf8 switch to convert your attached TLK to XML works - is that what you saved your TLK as?
  16. You literally confirmed it was a problem on your end, which is what I said.
  17. Ah, ok then. I'll try switching it to something like UTF-8 and see what Xoreos makes of it. Hopefully it can convert it to the correct encoding. Edit: Hrm, not having much luck trying to change the encoding. Would be helpful if you could attach a text file with the lines in whatever encoding you use on your end (or switch it to UTF-8).
  18. It works perfectly fine with pre-existing MODs, assuming they are valid. All of K1CP's module-specific content is dynamically injected during the install. There are no pre-patched modules. If you have an error then either the 3rd party module is bad or your system is bad.
  19. Seems like the TLK wasn't saved correctly. For example - Ýòà ñïîñîáíîñòü Ñèëû íå ïîäåéñòâîâàëà íè íà ïëåííîãî äæåäàÿ, íè íà ñêîâûâàþùóþ åãî ìàøèíó. Try saving the lines as a simple text file.
  20. Not sure I'm really a fan of grafting it onto important NPCs. If you want to give people cybernetics, you'd be better off porting arms and legs from TOR so they are a bit more unique.
  21. That one is a mistake/laziness on my part. I used KOTOR Tool instead of KGFF, so the name got converted to a local string instead of using the TLK reference. I'll make an updated version of the mod that addresses it at some point, thanks for pointing it out. If you want to fix it on your end, you'll first need a couple of tools - KGFF and ERFEdit. Go to the game's install folder and look in the Modules folder. Find sta_m45ad.mod and open it with ERFEdit. You should see something like this: Select the eight files dp_plc_jedifuel1.utp through to dp_plc_jedifuel8.utp and simply drag and drop them outside the ERFEdit window (for example, onto your Desktop). You can now close ERFEdit. One at a time, open the UTPs in KGFF. Scroll down until you see the "LocName" field and click on it to select it. It should look like this: With LocName selected, look over to the side panel on the right: In the StringRef field where it says -1, click in that field and delete the -1, then enter 35430, like so: Now back on the left, select the LocalString line underneath the LocName line, right click on it and choose Delete String: After it is deleted you can save the file from the menu up the top (File -> Save). Close the file and repeat the process for the other seven UTPs. Once all the UTPs are edited and saved, cut and paste them into the game's Override folder. Note that in order for this to show up in-game, you'll need to load a save before entering the final Star Forge level with Malak. Any save already inside there will have stored the UTP data in the save itself. The pop-up messages that show when you click on them should also be in English, but it seems like you already changed those? Those ones are added TLK strings. Since those are custom strings, other people would need to supply translated TLK strings for other languages. If you are interested in doing this for Russian, you can look at editing append.tlk in the mod's tslpatchdata folder and sending it to me.
  22. So it seems like we'll be blowing past a mid-year release date, since not much has happened in terms of work in the last few months. I would like to get a release out around Xmas if possible, but that will largely depend on how the back-half of the year goes, progress-wise. I'd really like to finally resolve some of the many outstanding Manaan issues that have been on the docket for years now. I have avoided most of them because Manaan is my least favourite planet, but there are some biggies in there like all the facing problems in the Sunry trial. In the meantime, here's the current state of 1.10.0 progress:
  23. The other day on the DS Discord I suggested that we should make some KOTOR "Feels Good" emojis. I figured it should be possible to generate some through the various machine learning algorithms that have appeared in the last 6-12 months. I especially thought one of the image-to-image ones might be best, since you could use renders of the KOTOR characters and then try to stylise them. I decided to have a crack at it myself. I messed around trying to pose Bastila's model, first her default clothing model and then the underwear model, and then afterwards touched up the image to reduce some elements that the algorithm was choking on (like her eyeshadow and bra straps):

    Bastila_Posed_1.png.c31f7512a4b4e2479ea642eaad15299c.png     Bastila_Posed_2.png.68fa7d78579eae0953a50ca84b5cd43b.png

    The algorithm didn't seem to like the low poly model that much, nor her apparently giant man hands. But here's a selection of what it produced:

    Bastila_Feels_Good_AI_Attempt_02.jpg.2526371d92e7ec6aa6345adaa5a22be6.jpg

    It insisted on trying to put clothes on her, which I attribute to the crackdown on naked/porn images a while back.

    Anyway, the results weren't particularly Bastila-like, but here's an attempt to convert one of them to a line drawing more in the style of the meme:

    Bastila_Feels_Good_AI_Outline_Single.jpg.92a6f37b22d6f9ca5daffd02fece927d.jpg

    And while I was at it, I also tried some text-to-image algorithms. I established that the Bing one has no idea who any of the characters from KOTOR are, but it does know more general Star Wars characters (as evidenced by every request for a Malak or Revan resulting in some sort of Vader-esque result). So leaning into that, I managed to get the following:

    Feels_Yoda.jpg.e56f36cc26f929c0060db4a97aeac2df.jpg     Feels_Mando.jpg.43efa0bb11295826856f8a935f1592a7.jpg

    The Mando one is a little wonky, what with dual-wielding rangefinders and the errant bit of cloth/cape under the right forearm, but overall quite impressive from a purely text-based prompt.