DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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.
  7. Would 32/64/128 be likely to be normal, binormal, tangent?
  8. Where is that location exactly? Somewhere in the Valley of the Dark Lords, outside one of the tombs?
  9. 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).
  10. Here, try this. It removes the offending references from the 2DA. Haveayap_appearance.7z
  11. 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
  12. 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.
  13. No. The path value. Like this: For 64bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor"For 32bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor"You haven't mentioned TSL, so I assume you don't have it, or not the Steam version anyway.
  14. The 2DA shows that males (including Jolee, but not Carth) have the model I variant column set to ROBES/ROBEM/ROBEL (as appropriate) and the texture set to ROBE. It doesn't affect females. You didn't mention Jolee, so I am going to assume you don't have him, but that equipping a robe on him would cause the same crash. If the model were missing I think it should just give you a floating head rather than cause a crash, so I suspect it is a model issue.
  15. Your original posts says you can't equip robes, not that equipping robes causes a crash. Those are two very different things. If it's a crash, it could be a model issue.
  16. This is a bug that Aspyr introduced into the Steam version of TSL. They have been made aware of it. It would appear that they can't or won't fix it. The only solution is either to use the disable vertex buffer option, or use the GOG/CD version of the game instead of the Steam version. It doesn't really belong here. It's a specific game issue that only affects the Steam version, its not a TSLRCM issue (it occurs without TSLRCM installed).
  17. If you can't equip something that's likely a restriction issue rather than a 2DA issue. Possibly a mod has added some Feat requirement to robes. What does the item description say in the game?
  18. Create a new text file anywhere. On your desktop for example. Copy and paste either the 32bit or 64bit version of the text above, depending on what version your OS is. Change the path info to whatever your local K1/TSL install directories are (note that you must use double slashes, not single). Save the text file and close it. Change the file extension of the text file from TXT to REG. Now double click on the REG file. A window will pop up asking if you want to add the information to the registry. Click yes. A confirmation window should say it was added successfully. That's it, you can now delete the REG file. Now older tools that use a registry lookup will be able to find your KOTOR install automatically. For KOTOR Tool you will want to delete the settings.xml file as Fair Strides suggested.
  19. Yes, the skirt in the PxBMM models is a separate mesh, and turning off the render flag as Redrob suggests would be a trivial solution. There seem to be no issues doing so that a cursory examination reveals: As Fair Strides alludes to though, a request to alter a model without altering the model is faintly ludicrous. A texture solution is not practical. A model edit is your only option.
  20. For non-CD versions, set your location via registry keys. Copy and past the relevant version below into a text file, and change the extension from TXT to REG. Double-click it and answer yes when it asks you if you want to add it to the registry. For 64bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="X:\\YOUR_DIR\\HERE" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="X:\\YOUR_DIR\\HERE" For 32bit: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR] "Path"="X:\\YOUR_DIR\\HERE" [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2] "Path"="X:\\YOUR_DIR\\HERE" ================================================================================================================================= Edit 2022: I have created a script that can automate this process. It's available here - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor/releases/latest After downloading the CMD file, simply double-click it to run it. Alternatively, you may need to right-click on it and choose Run As Administrator. The script will scan the registry looking for any install info for CD, GOG, and Steam versions of both games. If it finds them it will display the listed install path. You can choose to edit the CD version's key with the install path of either the GOG or Steam versions (assuming they exist on your system), or create the CD key with that info if it doesn't exist.
  21. OK, I did some further hex edits to stop the animation. The starboard section with Carth and the escape pods is pretty straightforward. The skybox is part of M01AB_10A and is just the starfield, no fighters, planets, nebulae, etc. I simply set the value for all the rotation keys to the one for time 0 (0°) for the starfield mesh. For the Command Module I did the same thing for M01AA_07B, except I tried to get the nebula visible from the bridge windows. I can't figure out the animation data values though, as it is different to the way MDLOps compiles animation rotations, so the best I could do was set it to the value for the middle key, which is 180°. At that value the nebula is just visible at the top of the starboard windows. Endar Spire Command Module M01AA_07B - Invisible fighters, laser bolts, & planet; rotating skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AA_07B_Skybox_Edit.7z Endar Spire Command Module M01AA_07B - Invisible fighters, laser bolts, & planet; static skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AA_07B_Skybox_Edit_No_Animation.7z Endar Spire Starboard Section M01AB_10A - Static skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AB_10A_Skybox_No_Animation.7z
  22. For the Taris version, it would appear that the skybox is a separate model, m01aa_07b. The starfield is a single mesh with its own simple stars texture (LSP_stars02), the planet is its own mesh with its own texture (LHR_planet), there's a separate nebula mesh with its own texture (LSP_nebula01) and then there are a bunch of fighter meshes, some 2D planes (LHR_sithfighter1) and others 3D meshes (LHR_sithfighter). The 3D fighters also have a number of laser bolt meshes. I'd suggest that the best approach would be hex editing the model and turning off the render flags for the fighter, laser bolt, and planet meshes if you want to get rid of those. There seems to be no reason to alter the textures. Edit: Here's a pic of the hierarchy. Edit 2: I went ahead and hex edited the skybox model to turn off the render flags for the planet and fighters as I suggested above. Extract it into your Override folder and let me know if it works as intended. (Edit 4: See below) Edit 3: (Damn, a lot of edits) I just realised the skybox for the Taris ES level is animated to rotate to simulate the ship being out of control. If you are planning on using it for some other purpose like a mod where it is meant to be travelling normally, that's probably not going to be desirable. I assume whatever they use for the Vandar/Dodonna cutscene during the Star Forge sequence is just the bridge, not the whole ship.
  23. The corpses should all be placeables I would think, not part of the level models. The way to do it would be to create a MOD file and delete all the corpse placeables in the GIT file. The MOD would go in the Modules folder. For the skybox you'd likely need to hex edit any appropriate models (presumably every room with a window) and change the skybox texture filename to something custom (with the same number of characters). The edited models and your custom texture would need to go in the Override folder. There should be tutorials/posts detailing how to do both, either here and/or at LucasForums (the latter of which you'll need to use Google's cache or the Wayback Machine for while it is down).
  24. File Name: Party Time Sith - DS Player Main Menu Replacement for TSL File Submitter: DarthParametric File Submitted: 10 Jul 2016 File Category: Mods TSLRCM Compatible: Yes This mod changes the main menu variant featuring the Dark Side player (CurSithLord=4). The original version of the mod used the dancing Twi'lek Assassins from the Easter Egg menu. The revised version now adds two additional options featuring Dark Side versions of certain party members. Mira, Visas, and Brianna: Mira and Visas: Twi'lek Assassins: As per my TSL Main Menu Model Fix for Widescreen mod, fixes/adjustments for widescreen aspect ratios have now been incorporated into this mod. I would advise installing that mod first to gain access to the improvements in the other menus. Additionally, I have adjusted one of the dancing animations used in the menu (by Mira and the light coloured Twi'lek) to fix an issue at the end of the animation loop where there was a pause for a few frames which caused some noticeable jankiness. I've also properly fixed the texture issue on one of the Twi'leks, so if you were using the older version of this mod you can safely delete N_TwiAssasin01H.tga from your Override folder. Instructions: To install, simply choose your desired version and copy mainmenu05.mdl and mainmenu05.mdx to your Override folder. To uninstall, simply delete those two files from your Override folder. If you are using my widescreen menu fix mod, overwrite when prompted. Known Issues Obviously it won't be compatible with any other mods that replace the mainmenu05 model files. Note that any texture mods that alter the Twin Suns Assassins will also affect this mod. I'm unsure whether the Brianna version will be suitable for 4:3 resolutions (or a non-widescreen patched version). Acknowledgements Thanks to TeamTwi'lek* for their secret tool project that made editing and compiling the menu models possible *Not their real name, but it should be Click here to download this file
  25. Version 1.1

    1,070 downloads

    This mod changes the main menu variant featuring the Dark Side player (CurSithLord=4). The original version of the mod used the dancing Twi'lek Assassins from the Easter Egg menu. The revised version now adds two additional options featuring Dark Side versions of certain party members. Mira, Visas, and Brianna: Mira and Visas: Twi'lek Assassins: As per my TSL Main Menu Model Fix for Widescreen mod, fixes/adjustments for widescreen aspect ratios have now been incorporated into this mod. I would advise installing that mod first to gain access to the improvements in the other menus. Additionally, I have adjusted one of the dancing animations used in the menu (by Mira and the light coloured Twi'lek) to fix an issue at the end of the animation loop where there was a pause for a few frames which caused some noticeable jankiness. I've also properly fixed the texture issue on one of the Twi'leks, so if you were using the older version of this mod you can safely delete N_TwiAssasin01H.tga from your Override folder. Instructions: To install, simply choose your desired version and copy mainmenu05.mdl and mainmenu05.mdx to your Override folder. To uninstall, simply delete those two files from your Override folder. If you are using my widescreen menu fix mod, overwrite when prompted. Known Issues Obviously it won't be compatible with any other mods that replace the mainmenu05 model files. Note that any texture mods that alter the Twin Suns Assassins will also affect this mod. I'm unsure whether the Brianna version will be suitable for 4:3 resolutions (or a non-widescreen patched version). Acknowledgements Thanks to TeamTwi'lek* for their secret tool project that made editing and compiling the menu models possible *Not their real name, but it should be