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Everything posted by DarthParametric
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K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Yeah it won't show up for custom heads, outside of the character creation screen (which is presumably because of forced overriding by scripting or hard coding in the EXE). Edit: Released. K1 - http://deadlystream.com/forum/topic/4890-downloadscoundrel-clothes-with-scout-legs-for-k1/ TSL - http://deadlystream.com/forum/topic/4889-scoundrel-clothes-with-scout-legs-for-tsl/ -
Certainly when your primary focus is on development of content for your cash shop at least.
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The game is being a troll...
DarthParametric replied to maltron66's topic in Knights of the Old Republic General
The "other" installer you were using was clearly just a renamed TSLPatcher exe. You can't just toss a random executable into a mod's folder and have it magically work. -
That was your first mistake. As I said in reply to one of Sith Holocron's status updates, always give any new content at least a week or two before bothering with it. Hopefully by then they have patched out the worst of the inevitable bugs. And don't blame the beta testers. Every major release you hear reports from people that played in closed betas and on the public test server that bugs in the live game were reported well in advance, but nothing was done about them. The problem rests solely with Bioware.
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Head Retexturing problems
DarthParametric replied to bobbyjobby's topic in General Kotor/TSL Modding
It's OpenGL rather than KOTOR I believe. It's the same problem Jorak Uln has (does he use PSP as well?). You can fix them by re-exporting them from a program that supports the proper format. IrfanView is free and will do the trick - http://www.irfanview.com/ -
Creating new NPC's via appearence.2da
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Body models have their textures overridden by appearance.2da. You specify the base texture name in appearance.2da, then any colour variants get number suffixes which can be specified in the relevant UTI (for player armour/robes). Typically most NPCs just have one colour variant, so their texture just gets a "01" appended. For example, in the case of Republic soldiers, there are four primary body models (I'm ignoring "lite" models here), N_RepOff, N_RepSold, N_RepOff_F, and N_RepSold_F which are male and female versions of soldiers and officers. The textures specified in appearance.2da are the same as the model names, however if you look at the actual texture filenames, you will see that they are N_RepOff01, N_RepSold01, N_RepOff_F01, and N_RepSold_F01, respectively. So all you need to do is follow the same pattern. For NPCs you are typically setting their appearance directly rather than using player armour, so just add a new appearance row and specify your custom texture, keeping in mind the naming convention I just outlined. -
K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Tried out something, seeing as that ugly strip of pouches on the lefthand side of the jacket always annoyed me. Seemed to turn out well. While I was at it, I also altered the female texture for that version to get rid of whatever that black piping on the righthand side is (I think it is supposed to be the jacket edge folded over and clipped in place maybe?). Edit: Released, see below. I also made a TSL version. Included the new modified pouch-less versions as well: If someone wants to give it a whirl and check everything is OK, I'll go ahead and release it formally. Edit: Released, see below. -
This it? http://deadlystream.com/forum/files/file/344-player-party-underwear/
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I've fixed the dodgy eyelashes. I re-acquired them from the donor model and all seems to be working as intended now. https://www.darthparametric.com//files/kotor/tsl/[TSL]_Player_Head_Weequay_v1.1.7z
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Skin weights messed up/destroyed, or non-reset transforms.
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K1 Scout/Scoundrel clothing model hybrid
DarthParametric replied to sEcOnDbOuToFiNsAnItY's topic in Mod Requests
Here you go, try this: Edit: Revised version below. Haven't done any testing beyond a quick check that it didn't crash the game. I had to fiddle with the waist verts a bit to hide the join, so I'm not sure how it will go with large deformations. This is scaled up to medium as well. I didn't mention it with the male version, but in both cases you'd presumably want to do an appearance.2da edit to swap all the armour models to medium. -
Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
A cursory glance would suggest it doesn't alter Trandos directly. -
Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
As Kex mentioned, there is already a TSL version - http://deadlystream.com/forum/topic/4847-re-scaled-trandoshans/ -
No, the head won't float. Head models are positioned such that the bottom of the neck is at world zero. Body models use a dummy object - the head hook - at the point where neck should connect to the torso. The game attaches the head's AuroraBase at this point. Hooks are the way the game attaches all sorts of models together, like masks, weapons, etc.
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Download:Trandoshans Rescaled for K1
DarthParametric replied to DarthParametric's topic in Mod Releases
As per the discussion in the thread linked in the description, they have been scaled up to 2.1m. -
The problem with player characters is that you have rescale copies of every single armour model. So yes it is entirely possible, but it's a pain in the ass to do.
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Whoops, I didn't know Schizo was submitting anything, since high5 said he was having problems with TSLPatcher. Sorry about that. You can delete my TSL one and allow his if you want.
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File Name: Trandoshans Rescaled for K1 File Submitter: DarthParametric File Submitted: 26 Nov 2016 File Category: Mods K1R Compatible: Yes Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok). Schizo has made a TSL version, available here - http://deadlystream.com/forum/topic/4847-re-scaled-trandoshans/ Click here to download this file
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I thought it was already a part of redrob41's playable aliens mod, but it seems that was only K1, so doesn't include a Weequay. It's certainly possible to make it available as a player head, but the hair at the back are AuroraFlex AKA dangly meshes, which aren't going to work out too well (not to mention will clip through pretty much every body mesh). Edit: Here's a quick and dirty hack job. The hair ponytail things were skinned to a combo of head/neck/upper torso, but with low subdivision there is a bit of stretching and poor deformation. Also some clipping on certain body models. The eyes and eyelid meshes also don't align with the player head rig, so there is some weirdness going on there, particularly with the eyelids. I might look at it again if I get time. There are no DS transitions, just uses the default NPC texture. Edit 2: Updated version posted below.
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Version 1.0
35,562 downloads
Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok). -
Problems with custom lip syncing
DarthParametric replied to Leilukin's topic in General Kotor/TSL Modding
I'd guess Windows 8/10. -
I can set something up for the Trandos in both games. I'm not sure any other species need scaling, do they?
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He appears to be talking about overlay textures for damage and so forth. Like in certain games you get bullet holes appear on a wall when you shoot at it - that's a decal. I don't think KOTOR does decals though (not that I can recall ever noticing anyway).
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This will be the start of your problems. It looks like you are not renaming your model and, more importantly, not compiling it. These are the steps just prior to exporting from Max: Give your model (the AuroraBase) a custom name. Something like Sch_Trando or whatever (just don't make it too long). Change the supermodel reference in the AuroraBase from S_Female02 to N_Trandoshan Change the animation scale in the AuroraBase to match your world scale change (e.g. 1.15) Export your model choosing geometry only (Export Geom Only) Change the filename of the exported model to make it apparent that it is an ASCII file. For example, Sch_Trando_ASCII.mdl Place the ASCII model and a copy of the original binary model (N_Trandoshan.mdl/mdx) into a folder together Change the filenames of the original binary model files to whatever your custom model's name (AuroraBase) is. For example, Sch_Trando.mdl/mdx Run MDLOps and select the ASCII file. Hit the Read and Write button. It will compile your model. You will have something like Sch_Trando_ASCII-k2-bin.mdl/mdx (or K1 for the first game) which you can move to the game's Override folder. Rename these files to your custom model's name. For example, Sch_Trando.mdl/mdx Now edit appearance.2da. Change the values of the race column for the Trandoshan rows from N_Trandoshan to the name of your new model (e.g. Sch_Trando) Make any other changes to appearance.2da as necessary. Like I suggested above, you may want to change the walkdist, rundist, driveanimwalk, and driveanimrun_pc values. I would just use whatever the Wookiee male row uses. Place your modified appearance.2da in the Override folder You should now be able to test it in game. If you plan to release it publicly, you'll need to set up TSLPatcher to handle the appearance.2da edits to ensure compatibility. But that's a whole other kettle of fish.
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