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Everything posted by DarthParametric
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Not an RPG. More an action/adventure sort of thing in an open world/semi-open world. Think something like Uncharted but with a Star Wars flavour, in the same vein 1313 was originally pitched as.
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Leaving aside the complete impracticality of that for the average punter, it's not just the bone names that are incorrect. The additional issue in this case is that the bonemap is completely screwed up (weights assigned to wrong bones) and some of the weights are bad (including two bones worth of weights combined in one instance). The typical array of face bones is: head_g necklwr_g neck_g f_jaw_g f_um_g (upper mouth/lip) f_Llm_g (left lower mouth/lip) f_Rlm_g (right lower mouth/lip) f_lmc_g (left mouth corner) f_rmc_g (right mouth corner) f_lns_g (left nostril) f_rns_g (right nostril) f_mdbrw_g (middle brow) f_lbrw_g (left eyebrow) f_rbrw_g (right eyebrow) f_llweye_g (left under eye) f_rlweye_g (right lower eye)Instead, PMHC06 has: head_g necklwr_g neck_g f_llweye_g (f_jaw_g's weights) MaskHook (f_um_g's weights) f_rns_g (f_Llm_g's weights) f_lns_g (f_Rlm_g's weights) GoggleHook (f_lmc_g's weights) teethDWN (f_lns_g's weights) f_lmc_g (f_rns_g's weights) hair_front (f_mdbrw_g's weights) f_tonguetip_g (f_lbrw_g's weights) f_um_g (f_rbrw_g's weights) talkdummy (f_llweye_g's weights) f_rlweye_g (seems to include both f_rlweye_g's and f_rmc_g's weights)In short, it's pretty much a case of toss out everything except the meshes and start from scratch.
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Pre-War Style Silver & Gold Trimmed Jedi Robes
DarthParametric commented on DarthParametric's file in Skins
Don't worry about doing that. It's a bad idea I just spouted off without much thought as to the consequences. The easiest solution is just to put copies of the UTIs (a_robe_47.uti/a_robe_48.uti) and icons (ia_revan_047.tga/ia_revan_048.tga) in the vanilla Override folder (\steamapps\common\Knights of the Old Republic II\override). KSE will read those UTIs and add the item info to your save file (the icons are just to stop it popping an error). The game will actually pull the information from the Workshop TSLRCM Override folder. -
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
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Pre-War Style Silver & Gold Trimmed Jedi Robes
DarthParametric commented on DarthParametric's file in Skins
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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).
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Pre-War Style Silver & Gold Trimmed Jedi Robes
DarthParametric commented on DarthParametric's file in Skins
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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.
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I assume you mean named ones? There are obviously all the generic energy shield ones.
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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=****
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Bastila Shan should have been a Jedi Knight
DarthParametric replied to Salk's topic in Knights of the Old Republic General
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. -
Bastila Shan should have been a Jedi Knight
DarthParametric replied to Salk's topic in Knights of the Old Republic General
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. -
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.
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Windows 10? Try running it in compatibility mode for 7 or XP.
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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.
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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.
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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.
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Creating Custom Inventory Icons [K1]
DarthParametric replied to Revanator's topic in General Kotor/TSL Modding
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. -
Kotor/TSL Model Format (MDL/MDX) Technical Details
DarthParametric replied to ndix UR's topic in Modding Tools
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). -
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.
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Kotor/TSL Model Format (MDL/MDX) Technical Details
DarthParametric replied to ndix UR's topic in Modding Tools
Would 32/64/128 be likely to be normal, binormal, tangent? -
Where is that location exactly? Somewhere in the Valley of the Dark Lords, outside one of the tombs?