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Everything posted by DarthParametric
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If you do it this way then you won't have any problem regardless of what program you use. Just make sure you are trimming the right number of bytes.
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From a quick sample, it looks like the K1 voice files have a fake header of 199 bytes. You can batch convert them with DD - http://www.chrysocome.net/dd (scroll to the bottom of the page). Put the source WAVs and DD in a folder together, open a command window (Start -> Run -> CMD), navigate to the folder, then put in this: for %F in (*.wav) do dd if=%~nF.wav of=%~nF.mp3 bs=1 skip=199That will trim the fake headers. If you want to turn it into a batch file instead, you need to change it slightly: for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=199 pausePaste that into a text file, save it out as xxx.BAT, put it in the same folder as the files and double click. The "pause" at the end isn't strictly necessary, but it will leave the window open with a "press any key to continue" so you can see what happened. Edit: Or, if you want something where you can enter whatever number of bytes you want to trim, try this: @echo off set /p byteno="Please enter the number of bytes to trim from the header: " for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=%byteno% pauseAlternatively, install Cygwin - https://www.cygwin.com/setup-x86.exe or https://www.cygwin.com/setup-x86_64.exe - making sure to enable XXD in the package list, download the bash scripts I linked to earlier, https://gist.github.com/shmerl/2cec6273ba25dd1486dd and https://gist.github.com/shmerl/30412cda5a5107132a1f, copy the K1 and TSL music files to separate folders under the Cygwin Home directory (e.g. \cygwin64\home\<username>\) and put the appropriate SH script in each. Now open a Cygwin terminal, navigate to the particular music folder (you can use CD to change directory, the same as DOS) and run the bash script using "./", for example, ./gog_kotor_extract_music.sh
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Blog #48 - Design my next computer
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
Win 7 is fine until 2020. And chances are they will be forced to extend support, like XP. You might want to try somewhere like https://www.reddit.com/r/buildapc/ for feedback on your list. -
Blog #48 - Design my next computer
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
LAN port drivers? Read the model number off the motherboard and Google it. Its manufacturer should have a page with all the relevant drivers (bundled drivers are always out of date anyway). Edit: I'm talking about the motherboard model by the way. -
Blog #48 - Design my next computer
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
I'd suggest holding off for a few weeks (if you can) to see how AMD's new Ryzen shapes up. The press embargo lifts today, so there should be a flood of reviews, benchmarks, and general info. Everything I have seen pre-release suggests that they may finally be back in the game. Even if you don't want to go that route, their pricing is going to force Intel to make price cuts on their CPUs, so again it is worth waiting a bit to see how things shake out. -
JC's mod resource collaboration thread
DarthParametric replied to JCarter426's topic in Mod Requests
Here's a textured version. Haven't gotten it into the game yet. -
JC's mod resource collaboration thread
DarthParametric replied to JCarter426's topic in Mod Requests
I whipped up a fuel drum based on a UN 55 gallon drum, with the details exaggerated a little to read easier from a distance: For textures I was thinking primarily red, with the center band white? Plus various warning logos and text. -
JC's mod resource collaboration thread
DarthParametric replied to JCarter426's topic in Mod Requests
It would need to be recompiled with a custom version of MDLOps (or completely custom alternative) that supports bumpmaps. I think ndix UR has such a thing. Maybe PM him and see if he might recompile the model for you. I recall I included an ASCII model, but I can also supply the Max source model if needed. -
JC's mod resource collaboration thread
DarthParametric replied to JCarter426's topic in Mod Requests
Like a 44 gallon drum type of thing? The classic Doom-style exploding barrel? For flying ships you might get away with simple billboards, depending on where and how you plan to feature them. In that case you could just render out images of the TOR models, which would save a bunch of work. -
[K1 & TSL] Fix Ebon Hawk shader and UVW issues
DarthParametric replied to Sith Holocron's topic in Mod Requests
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. -
[K1 & TSL] Fix Ebon Hawk shader and UVW issues
DarthParametric replied to Sith Holocron's topic in Mod Requests
Those look more like geometry issues rather than UV issues. Missing and/or inverted polys, Z fighting, etc. -
How Can I add/use Appearance.2da?
DarthParametric replied to jc2's topic in General Kotor/TSL Modding
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. -
How Can I add/use Appearance.2da?
DarthParametric replied to jc2's topic in General Kotor/TSL Modding
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). -
How Can I add/use Appearance.2da?
DarthParametric replied to jc2's topic in General Kotor/TSL Modding
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). -
[Query] Modelling with Gmax?
DarthParametric replied to CrashBandiTeam's topic in General Kotor/TSL Modding
https://neverwintervault.org/project/nwn1/other/tool/nwmax-8 -
[Query] Modelling with Gmax?
DarthParametric replied to CrashBandiTeam's topic in General Kotor/TSL Modding
Yes. You'll need the GMax-specific version of NWMax to handle KOTOR importing/exporting. -
[Query] Modelling with Gmax?
DarthParametric replied to CrashBandiTeam's topic in General Kotor/TSL Modding
GMax is 3DS Max. It's juts a stripped down version of 3DS Max 4. All the basic functionality is essentially identical. -
Blog #46 - I Present a SWTOR Question!
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
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. -
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.
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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.
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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.
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See what variation number they use in their UTC.
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No, to convert TSL audio to (proper) MP3 that will open without issue in whatever editor you use.
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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.
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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.