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DarthParametric

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Everything posted by DarthParametric

  1. A reprint (?) of the article "Combat System Development on BioWare's Star Wars: Knights of the Old Republic" from the December 2003 issue of Game Developer magazine. http://www.gamasutra.com/view/news/299385/Classic_Postmortem_BioWares_Star_Wars_Knights_of_the_Old_Republic.php
  2. Either way, there's room for it in TSL. Possibly it could be tied in with the fuel for Citadel Station plot. You could set up fuel shipments as cover for illicit cargo.
  3. The smuggling missions sound far more interesting to me. Also seems like the kind of thing the community could reasonably develop for either/both games.
  4. More so than simply extending it, you'd have to add additional sub-division in order for it to deform smoothly, and adjust (if not entirely remap) the UVs to deal with the stretching. Then there's the collar that would need to be added from scratch most likely. You'd essentially be making a whole new mesh. Edit: Something like this? It utilises the hybrid scoundrel/scout like JCarter suggested, but required extensive reworking of the jacket as I alluded to.
  5. At what point though? Does it persist after Visas does her meditation? Post a save with the VFX active for others to test.
  6. Do the Visas meditation VFX only appear when you first go there? I can confirm that loading a save from the end of that deck on an unmodded Steam version I see no VFX in that room.
  7. Sion is also on the Harbinger at Peragus.
  8. Assuming you have custom UTIs for unique sabers, you'd simply need to edit the Sion and Nihilus UTCs and change their equipped items from whatever they have by default (presumably the generic red saber) to your custom sabers. There may be multiple instances of their UTCs across different modules, requiring changes to be injected into MOD files via TSLPatcher (seeing as TSLRCM will almost certainty have already edited those modules).
  9. OK so you don't actually want scaling, you want an aspect ratio change. In that case, yes, the only solution is to re-encode. You'll have to crop and/or stretch, which will probably look terrible, but to each their own I guess.
  10. Interesting. They also use Invision Power Board. A couple of examples from a quick search: https://jkhub.org/topic/9500-i-make-3d-stuff-sometimes https://jkhub.org/topic/7518-kylo-rens-shuttle
  11. For TSL, the widescreen patcher doesn't patch the forced cutscene res, unlike the K1 patcher does. If you hex edit these offsets in the TSL EXE then the game will not try to reset the resolution when playing vids, instead it will play them at whatever resolution the game is set to. Thus there is no need to resize the videos themselves. Details are in this thread - http://deadlystream.com/forum/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/
  12. It's already its own texture, as are the "eyes" and the logic display (thing with patterns of dots). There's no real limitation at play, it's a conscious choice based on what you see in the Original Trilogy.
  13. The processor state indicator? I just went with a slow 3 frame animation. You can see it in the video several posts back - http://deadlystream.com/forum/topic/5407-dps-droid-foundry-v20/?p=57483
  14. Sketchfab allows you to upload 3D models which are then rendered in a web-based 3D viewer, allowing people to rotate, zoom in/out, etc. It seems like it could be a better way to show off WIPs rather than just static images alone. They allow 3rd party embedding and offer some suggestions for forum plugins. For Invision Power Board it would seem this is what they suggest - https://github.com/sketchfab/ckeditor-plugin/tree/master/examples/ipb-3.2.0 There's also this - https://sketchfab.com/developers/oembed
  15. I've uploaded the T7 model to Sketchfab to allow people a closer look. https://sketchfab.com/models/4ec04c316c1d49668f437ba3b4d8c71f These aren't the full res textures, so there's a bit of blurriness.
  16. You don't need to upscale the videos if you are hex editing the exe.
  17. 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...

    1. Show previous comments  2 more
    2. Sith Holocron
    3. DarthParametric

      DarthParametric

      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.

    4. TheRealDarthRevan
  18. 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); }
  19. Ah, yeah the gimped hand holders. Every model in the game has that problem. You'll just have to deal with it.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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/
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