DarthParametric

Modders
  • Content Count

    4,538
  • Joined

  • Last visited

  • Days Won

    511

Everything posted by DarthParametric

  1. You don't hexedit an ASCII file, it's just text. You can't hex edit the binary model because the strings you are editing are different lengths. I think I have played with this head before. Aside from the bone names, it has other issues. The right eyelid has flipped normals and the face skin weights are a complete mess. The best solution is to transfer the mesh to the rig of one of the other heads, but you'd need to redo all the face weights to fix them up. Edit: here's a quick and dirty first pass at re-rigging to PMHC01's rig. Needs the mouth corner weights fixed up, but the eyebrows, eyes, and eyelids should all now work as intended. The alpha on the hair at the front is a bit odd too (and is obviously no longer a danglymesh/AuroraFlex). I don't have time to mess with it further, so here are the files if anyone else wants to fix it properly - http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_PMHC06_Rerig_WIP.7z
  2. Yeah, the issue is KSE is looking at the base game's Override folder, not the Workshop mod folder's Override. The only way to deal with that is to edit the registry and set the TSL directory to the mod's folder.
  3. TEL_Plan from 201TEL15: It's part of the backdrop you see outside the windows of the Telos modules.
  4. Ah, the red stuff. I thought it was like some sort of specular effect. Yeah, maybe change that to white and see what it looks like. If you could limit emissive with a mask like in a modern engine, that would make things easy as I'd just say crank up the self-illum on them. But it's not really practical with the way Odyssey defines it per mesh. You could try editing the model to add the lights as an additional mesh, but I don't know how well that would go (I haven't had much luck trying to directly alter level models).
  5. I probably wouldn't bother with blinking lights, but you could put standard lights in on the dark side, fading them out as you graduate to the fully lit side.
  6. Yeah his is just a flat resist bonus instead of the points/charges thing the generic ones use. There should be no reason why you couldn't make any number of variations along the same lines as his that protect against various damage types, or provide other bonuses.
  7. I assume you mean named ones? There are obviously all the generic energy shield ones.
  8. If you have an existing mod that works otherwise, you can edit the changes.ini file in the tslpatchdata folder to force it to use the regular bodies. Look for the section that modifies appearance.2da, and find entries that begin modela= texa= texaevil= modelb= texb= texbevil=The values for these might be N_TwilekF or N_TwiAssasin for the models, and N_TwiAssA or N_TwiAssB for the textures. Or possibly they could be custom named models/textures. Either way, you can change them to something like: modela=N_CommF texa=N_CommF texaevil=**** modelb=N_CommF texb=N_CommF texbevil=****or possibly: modela=PFBAM texa= <- (would need a custom variant of PFBAMA/PFBAMB/PFBAMC edited to change skin colour) texaevil=PFBAMD modelb=N_CommF texb=N_CommF texbevil=****
  9. Obi-Wan was made a knight at the end of The Phantom Menace. Yoda: Confer on you the level of Jedi Knight, the Council does. But agree with your taking this boy as your Padawan learner, I do not. I don't believe Bioware intended for there not to be a knight rank. I'm sure they would recognise how stupid it would be for everyone to jump straight to being a master.
  10. Yeah I always found it galling. It was stupid. Didn't she lead the raid on Revan's flagship? That would be a job for a master ideally, but if not then at least a knight. Certainly not a padawan. And later on she says she wondered if the mission with the player was a test by the Council to see if she was ready to be made a master. You don't jump straight from padawan to master. I think it was probably changed at some point simply so that she didn't outrank the player.
  11. What OS are you running it on? Do you get two processes in the task bar? There should be a commandline window which has a grey camel (?) icon, and a GUI window which has a green icon.
  12. Windows 10? Try running it in compatibility mode for 7 or XP.
  13. Interesting. I have some work to do today, but I'll poke through this some more when I get time tonight. The values I posted were derived from Eshme's Max/GMax Dragon Age Origins Import/Export script. Given that Eclipse was seemingly an evolution of Aurora/Odyssey, I was hoping there might be some similarity in how it liked its models set up. Apparently not though. Edit: OK, I created a placeable version for TSL, spawned right in front of the landing pad on Nar Shaddaa. I've bundled it up as a TSLPatcher installer: http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_DP_Test_Pyramid_Placeable.7z Unfortunately, after an initial in-game test I realised that the original model was a tad small, so I had to scale it up to something more useful: This altered the vert positions naturally, but I left the texture co-ords untouched (despite them being fairly inefficient). I also assigned a texture. The ASCII version is included, so hopefully it isn't too painful for you to create a revised binary version with normal data. Just overwrite my version in the Override folder after you've installed it.
  14. The weird thing about that pic is it makes it look like the station is inside the planet's atmosphere. If you have the atmo clouds and glow as a separate layer, you need to move it under the station layer. Also maybe adjust the station position so it moves past the planet's surface outline, making it clearer that it is above it.
  15. 720p is not a texture resolution, it's a screen resolution. Some vanilla textures are already higher than that. 720p is 1280x720, or 0.92 megapixels. 1024x1024, which is the upper resolution of some textures, more so in TSL, is 1.04 megapixels. The point being "HD" is a useless and misleading term when discussing game textures. Texture resolution by itself isn't as relevant as pixel density. It doesn't matter if you have 4096x4096 textures in the UVs of the model are poorly optimised and don't maximise the available texture space.
  16. ERFs -> TexturePacks -> swpc_tex_gui.erf -> I -> ia_* and iw_* are armour/robes and weapons, respectively. You'll likely just want to select swpc_tex_gui.erf and click the "Extract Entire ERF" button on the right rather than extracting each icon manually. That will give you TPCs, so you'll need to use the TPC2TGA converter on them. Edit: Ah, I just saw your status update. You're just trying to create new icons for custom items, rather than retexturing existing ones? In that case you can probably just extract a couple manually in KT to use as guides (double click on them to load them in the viewer, then export to TGA). The icon filename is determined by the base item type and the variation number. Basically you take the appropriate name from the ItemClass column of baseitems.2da, stick an i in front of it, and the ID number padded to 3 figures at the end. So, for example, if you were making a lightsaber with a variation ID of 30 and a custom crystal with a variation ID of 45, your icon names would be iw_lghtsbr_030 and iw_sbrcrstl_045, respectively. The highest ID the game will accept is 255, so don't go above that. As for the icon itself, I wouldn't go above 256x256, or it gets out of hand in KSE. The vanilla ones are all 64x64, so you don't need anything crazy.
  17. If you are willing to post those, that would certainly be appreciated. The script especially sounds very useful (manual hex editing is such a pain in the ass).
  18. No, it's not compatible. Kreia's gimped appearance uses her own custom-named body model, but makes use of the vanilla textures. The Movie Style Robes mod overrides the vanilla master robes model and textures, which means Kreia will have the vanilla body model with the Movie Style Robes mod textures.
  19. Would 32/64/128 be likely to be normal, binormal, tangent?
  20. Where is that location exactly? Somewhere in the Valley of the Dark Lords, outside one of the tombs?
  21. There's nothing that can be done to fix the root problem, namely that it's canned animation which lays completely horizontally and will therefore clip through any uneven surface (or float above it). The only way to alleviate that directly would be with some sort of dynamic ragdoll physics that conformed to the landscape, which is not possible with Odyssey. The logical workaround would be to move the location of the NPC/s to somewhere flat, or insert a placeable object under them like a stone slab or something to flatten out the area (you'd also need to reposition the heights of the NPCs as well so they don't clip through that).
  22. Here, try this. It removes the offending references from the 2DA. Haveayap_appearance.7z
  23. Here, try this. You obviously have a 64bit version of Windows (indicated by the Program Files (x86) folder). I also added in TSL. Make sure you delete the KT settings.xml file after adding the registry info. You may even want to try uninstalling KT and reinstalling it. KOTOR_Registry_Keys_x64.zip
  24. Check your override folder and see if you have the model files - robes.mdl/mdx, robem.mdl/mdx, robel.mdl/mdx. If they are there then they presumably have some sort of issue. The solution would be to remove the reference to them from the 2DA so it just points to the vanilla models.