DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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/
  5. 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:
  6. 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.
  7. 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/
  8. 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.
  9. Gelesi - http://starwars.wikia.com/wiki/Gelesi
  10. 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.
  11. 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.
  12. 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?
  13. 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).
  14. 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.
  15. 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:
  16. Does whatever you are using (Terragen, was it?) allow for distributed rendering?
  17. Don't hold your breath. Come back in another 6 months time.
  18. Good thing for you then that I have already edited all the animations to add wheel rotation.
  19. 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.
  20. Throwing down the base textures on the T7 astromech:
  21. You're asking if you can get the mod's content without using the mod?