DarthParametric

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Everything posted by DarthParametric

  1. I thought I had seen Z fighting there, but I might just be remembering looking at the model outside the game and seeing the collision geometry. If it's a lightmap issue then it is likely overlapping UVs.
  2. Those look more like geometry issues rather than UV issues. Missing and/or inverted polys, Z fighting, etc.
  3. You have to set it the base item as a disguise and then use the disguise property to set the appearance. Look at the Sand People disguise item for an example of how to do it, tat17_sandperdis.uti.
  4. A UTC edit will only take effect when entering a module for the first time. If you load a previous save then it will have stored the old appearance ID. I tested a corrected version of your 2DA, it works fine when re-entering the module from an earlier save (I added a green variant of the armour as 09).
  5. What's all this talk of XML files? Your row has been added, but you added it above the final row and put an out of order ID value. Seems like that might be an issue. Move your row to last and increment the ID by one (i.e. 509, not 600).
  6. https://neverwintervault.org/project/nwn1/other/tool/nwmax-8
  7. Yes. You'll need the GMax-specific version of NWMax to handle KOTOR importing/exporting.
  8. GMax is 3DS Max. It's juts a stripped down version of 3DS Max 4. All the basic functionality is essentially identical.
  9. Any time something is "removed from the game", it typically means they just turned off a few UI elements, disabled a few scripts, etc. Most of the content is usually still active in the game's files, it's just inaccessible because of a few impediments to activating it. I think I recall being one of the ones rushing to get it done before the quest was removed.
  10. If you assume the inner ear is basically identical then all you are talking about is a flap of skin, nothing overly exciting. Consider elephant seals for example. The bump map is presumably only an issue if you want to keep it. In which case shuffling the goiter's verts around and using Taina's Replacer should suffice. Otherwise, there is at least one denizen lurking hereabouts who has an unreleased compiler (MDLOps or otherwise) that produces working bump maps.
  11. It's canonical. Male Twi'leks have human-like ears, females have sensory cones. Sexual dimorphism is not an uncommon biological trait. But in reality it is another legacy of the Bib Fortuna makeup effects no doubt.
  12. You could just slip in an intermediate supermodel that only has the breathing/idle animation, then point it at a renamed copy of the original. It will override that animation. That way if there are any issues you only have to deal with a single animation.
  13. See what variation number they use in their UTC.
  14. No, to convert TSL audio to (proper) MP3 that will open without issue in whatever editor you use.
  15. You sure that's the right one? Not seeing any changes to model L - still all PFBL as far as I can see. Although that would explain why you weren't seeing any effect in-game.
  16. TSL has a bit more variation in its audio than K1. If you have access to a Linux box you can run this bash script to convert them - https://gist.github.com/shmerl/30412cda5a5107132a1f Windows 10 has that bash shell, that might also work, although the script requires hexdump, so I dunno. You might be better off spinning up a VM.
  17. Did you forget to attach it? I don't see anything.
  18. I'm not sure what the point of uploading a 2DA that doesn't have any of your changes was. Hard to check if you did something wrong if there is nothing to check. You're not using the Steam version with TSLRCM or some other mod via the Workshop are you?
  19. Oooh, saucy. I'd imagine the TSLRCM team could make use of this. I seem to recall some animated camera moves the last time I played that lacked some smoothness during translation.
  20. A quick scan would suggest the primary change is setting the Onderon Commoner model for players as model B. The texture names you specified are not the vanilla ones, so I assume you have made your own variants? What is the issue you are having exactly?
  21. Possibly there's a list of approved file extensions. Put it in an archive - zip, 7z, rar.
  22. @Fair Strides If you can compile a functioning menu model with Darth Nihilus running around in circles, sparring Mandalorians in the background, and fireworks VFX going off, I will retract my previous slights against MDLOps.
  23. My comment stands true if you want to keep all the VFX and character animations. If you want a simplistic static scene like that, sure I guess.
  24. You can "remove" Malak by hex editing the menu model and changing the visibility flag for Malak's node to hide it.
  25. If you haven't resolved your problem then attach the 2DA for someone to take a look at.