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Everything posted by DarthParametric
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That feeling when you have two and a half grand of new PC bits sitting there and waiting on a $5 part to turn up is holding up the whole show...
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Nah, I have a bunch of them. It's an adapter plate for the HSF to suit the AM4 CPU socket. I had a Noctua NH-D15S brand new in a box, unopened, that I bought for this system almost a year ago but never used (too lazy to install it). Needs the adapter to work with Ryzen. They are sending one for free, but air mail from the opposite side of the world.
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How to create a new module?
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
It the vanilla Taris Upper City Cantina module the onenter script - k_ptar_a02ae_en - has this bit at the end: oAreaObject = GetFirstObjectInArea(OBJECT_INVALID, 64); while (GetIsObjectValid(oAreaObject)) { if ((GetTag(oAreaObject) == "ptar_pazplayer")) { AssignCommand(oAreaObject, ActionPlayAnimation(206, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_sitter")) { AssignCommand(oAreaObject, ActionPlayAnimation(204, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_drinker")) { AssignCommand(oAreaObject, ActionPlayAnimation(205, 1.0, 0.0)); } oAreaObject = GetNextObjectInArea(OBJECT_INVALID, 64); } -
Ah, yeah the gimped hand holders. Every model in the game has that problem. You'll just have to deal with it.
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Missing Ebon Hawk Texture?
DarthParametric replied to Mutilator57's topic in General Kotor/TSL Modding
Looks like it is m36_ehawk01. It's TXI is envmaptexture CM_LZA03a. Interestingly it would appear to have a normal map, m36_EHawk01b, that is unused. -
It's the same problem the player master robes have - the extended sleeve clips with many weapons during various animations. There's no fix without either extensive editing of the animations (i.e. never going to happen) or resizing and reweighting the sleeves on all relevant models.
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I would recommend you test this ideally with a new game, but at the very least starting from a save before you enter a given area for the first time.
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You never want to touch the data files of an installer. Just run the EXE and let it do the work. The readme will tell you if you need to do anything else.
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I did a test install of it. The only warning I got was Warning: Unable to copy file "fs_lvl_sas_01.uti", file does not exist!Which does appear to be the case. It isn't present in the archive. I also note that your four 2DA row edits all appear to be the same. The "vanilla" 2DA included in tslpatchdata is actually your modified one, so it's impossible to tell (as I doubt anyone has a pre-existing copy in their override). If you put a copy of the vanilla 2DA in the Override first, it only edits the first row. You need to amend the RowIndex values in config.ini. I would guess diegodb's extensive errors were probably a result of manually moving the UTIs from the tslpatchdata folder.
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How to create a new module?
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
Start in the tutorial section - http://deadlystream.com/forum/forum/25-tutorials/ I haven't used it myself, but you may want to look at this tool by Fair Strides - http://deadlystream.com/forum/files/file/767-kotor-toolset/ There's also this tool by FS which should automate some of the process of cloning an existing module, if that's what you want to do - http://deadlystream.com/forum/files/file/518-modhex/ -
Of course, my mistake. Naturally then head variant 5, conehead, would be C0-N3: Once again, still haven't figured out what to do with the inset panels around the base of the head, so those are just a dark grey placeholder for now. So that's all the base textures for each variant done. Now I just need to add a couple of colour variants and then I can spend hours pulling my hair out trying to get them to look half-decent in-game. Edit: Since I am no longer restricted by the original animations, I figured I might as well expand on my addition of the rear wheel animations and tackle one of the things that has always annoyed me. Namely, the lack of a door on the probe arm bay. I had to leave it open when I originally designed the model to use the vanilla animations, but no longer! Although I probably should have made this decision before doing all the bloody textures..... Edit 2: I've added the probe bay door animations: The rear wheel animations need some tweaking (and I think I missed one). I used TCB rotation, which was a mistake in hindsight as it made a real mess of the interpolation between keyframes. It might be simpler to re-do it from scratch rather than try to clean up the existing anims. I'm also half-tempted to actually add a proper manipulator arm like R2 has on the lefthand side, seeing as the existing "probe" is basically a welding torch. Not sure he should be poking that everywhere. But I think I will desist for now. Maybe that's a project for the future. Edit 3: Of course naturally I can't help myself... Order now for a complimentary integrated data spike, for all your slicing and people stabbing needs:
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Head variant 4. Domehead? I haven't figured out what to do with the inset panels on the head yet, so those are just grey placeholders for now. I also forgot to change the red paint on the rear wheel so ignore that. This one is intended to be more of a shiny metal one than the others. Not sure how that will work out in practice in-game though.
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You could always use their official render farm company. Costs start at 1¢/Ghz-hr apparently (and I imagine your stuff would be minuscule compared to the average commercial project). I'm sure some of us could chip in few bucks to cover the cost. https://www.pixelplow.net/pricing/
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8L-CK and D1-SC?
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Here's head variant 3. Coinhead?
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Here's the creatively named "head variant 2". Boxhead maybe? Also tweaking the in-game appearance of T7's textures: I still need to play with it a bit more. Trying to deal with Odyssey's terrible and limited cube map system always drives me mental.
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Gelesi - http://starwars.wikia.com/wiki/Gelesi
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Bao-Dur Head Model Neck Fix
DarthParametric commented on DarthParametric's file in Modder's Resources
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. -
Bao-Dur Head Model Neck Fix
DarthParametric commented on DarthParametric's file in Modder's Resources
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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?
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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).
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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.
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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:
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Does whatever you are using (Terragen, was it?) allow for distributed rendering?
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Don't hold your breath. Come back in another 6 months time.
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Reskin of default soldier clothing (K1) for use in a mod
DarthParametric replied to DarthRevan101's topic in Mod Requests
You're talking about PMBBL01?