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Everything posted by DarthParametric
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Kotor/Neverwinter III Legacy???
DarthParametric replied to Jorak Uln's topic in General Kotor/TSL Modding
Porting discussion lockdown in 3, 2, 1.... -
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
Maybe not great news for anyone that just started playing in the last week or two, but if you are planning on playing SWTOR, you might want to hold off for a few more days: http://www.swtor.com/dark-vs-light/ Basically you get rewards for every new character you create and level to 50 (and above for higher tiers) after the event starts on June 28. More info here: http://www.swtor.com/blog/dark-vs.-light-event-and-rewards-blog and here: http://swtorista.com/articles/swtor-dark-vs-light-event-list/ It kinda sucks for anyone who has already levelled all the classes, especially multiple times, but it's probably a great time to be someone new to the game.- 116 replies
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- SW:TOR
- Old Republic
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Kotor/TSL Model Format (MDL/MDX) Technical Details
DarthParametric replied to ndix UR's topic in Modding Tools
I tried playing around with some trimesh options and comparing the compiled results. Test model was a simple cube trimesh (8 verts, 12 faces, 24 tverts) and an AuroraBase. Here's what I found. "scale" - Float. Default is 1.0. Changing it yielded no result. Compiled models were identical regardless. "transparencyhint" - Int. Default is 0. Changing it yielded no result. Compiled models were identical regardless. "alpha" - Float. Default is 1.0. 2 Bytes. http://dpimages.wheb.org/KOTOR_MDL_Test_01_Alpha.jpg "render" - Int., 0 or 1. Default is 1. 1 Byte (?). 1 = 256. ID'd in CChargin's data table (common mesh header, although # is different) http://dpimages.wheb.org/KOTOR_MDL_Test_02_Render.jpg "shadow" - Int., 0 or 1. Default is 0. 1 Byte (?).. 1 = 256. ID'd in CChargin's data table (common mesh header, although # is different) http://dpimages.wheb.org/KOTOR_MDL_Test_03_Shadow.jpg "rotatetexture" - Int., 0 or 1. Default is 0. Changing it yielded no result. Compiled models were identical regardless. "beaming" - Int., 0 or 1. Default is 0. Changing it yielded no result. Compiled models were identical regardless. "inheritcolor" - Int., 0 or 1. Default is 0. Changing it yielded no result. Compiled models were identical regardless. "tilefade" - Int. Appears it has 4 set values. 0 for "not a cap", 1 for "fadable, 2 for "base", 4 for "neighbour". Default is 0. Changing it yielded no result. Compiled models were identical regardless. I assume all those values that did nothing are redundant Aurora options that NWMax spits out. Or at the very least MDLOps just ignores them. -
hk-47 melee/saber and hk tor series compatibility
DarthParametric replied to Nsinger998's topic in Mod Requests
My HK model references the original HK model as the supermodel. It's not compatible with the melee mod because that mod changes the base HK model to a skinned mesh using the Wookiee rig and the standard Human animations. There's no way to "make" it compatible without replicating the same trick, and I have zero interest in doing so. -
SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
I have a bunch of characters on the US west coast server Harbinger. I also have few (mostly/all Republic I think) low to mid level chars on the EU RP server Progenitor, but as I mentioned in a reply to LiliArch's status I haven't really looked at them since launch.- 116 replies
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- SW:TOR
- Old Republic
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Remove target reticle from object
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Could you use a script to destroy the character at the end of the conversation and then spawn in a new non-interactive character that uses the same appearance? -
Remove target reticle from object
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
For placeables it should just be the "usable" and "party interact" checkboxes in the advanced tab I think. I'm not sure about characters. -
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I assume even Obsidian couldn't resolve it, as there seems no reason otherwise to set it up as a full body model.
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This is the animation sync issue I mentioned when setting up the hooded outfit as a standard body model, if anyone was curious: Interestingly you can see at the end that it just pops into sync (it had actually been out of sync for a minute or two prior). It also syncs if you move or otherwise undertake an animation besides the idle.
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View File Handmaiden with Long Hair This mod is a head edit for the Handmaiden that gives her shoulder-length hair. It started life as part of experiments in aid of this request thread - http://deadlystream.com/forum/topic/4335-handmaiden-appearance/ The hair mesh is a transplant from Kreia, with the braids chopped off. In order to accommodate DS transitions, which requires the face and hair to share a single texture, the UVs for both meshes were compressed 50% horizontally to fit side-by-side within 0 to 1 UV space. The Handmaiden and Kreia textures were then combined into a single 1024x512 texture. The versions bundled with the installer are DDS, but I have provided the TGA sources as an additional download for those that may wish to undertake retextures. Additionally, the clothes models for Handmaiden’s hooded outfit have been modified. The vanilla bodies include the head mesh as part of the model (i.e. functionally speaking it is basically a disguise). Based on my experiments with removing the head and setting it up like a normal body model, it seems that there is an animation synchronisation issue that crops up between the head and the hood, which may be why Obsidian went the full body route. This mod changes the hood outfit models to use the new long haired head mesh. The hood has been enlarged to fit the Handmaiden's new larger hair mesh. Hopefully I've cured the most prominent clipping issues, but possibly in some extreme combat animations some might still occur. This mod doesn't alter the portraits, so should be compatible with any custom portrait mods. It uses custom model and texture names, so it should be unaffected by simple overrides, like retextures. However, it won't be compatible with any mods that alter the Handmaiden's appearance.2da or heads.2da entries. Submitter DarthParametric Submitted 06/21/2016 Category Mods TSLRCM Compatible
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Version 1.0
1,571 downloads
This mod is a head edit for the Handmaiden that gives her shoulder-length hair. It started life as part of experiments in aid of this request thread - http://deadlystream.com/forum/topic/4335-handmaiden-appearance/ The hair mesh is a transplant from Kreia, with the braids chopped off. In order to accommodate DS transitions, which requires the face and hair to share a single texture, the UVs for both meshes were compressed 50% horizontally to fit side-by-side within 0 to 1 UV space. The Handmaiden and Kreia textures were then combined into a single 1024x512 texture. The versions bundled with the installer are DDS, but I have provided the TGA sources as an additional download for those that may wish to undertake retextures. Additionally, the clothes models for Handmaiden’s hooded outfit have been modified. The vanilla bodies include the head mesh as part of the model (i.e. functionally speaking it is basically a disguise). Based on my experiments with removing the head and setting it up like a normal body model, it seems that there is an animation synchronisation issue that crops up between the head and the hood, which may be why Obsidian went the full body route. This mod changes the hood outfit models to use the new long haired head mesh. The hood has been enlarged to fit the Handmaiden's new larger hair mesh. Hopefully I've cured the most prominent clipping issues, but possibly in some extreme combat animations some might still occur. This mod doesn't alter the portraits, so should be compatible with any custom portrait mods. It uses custom model and texture names, so it should be unaffected by simple overrides, like retextures. However, it won't be compatible with any mods that alter the Handmaiden's appearance.2da or heads.2da entries. -
Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
It would take a bit of reworking. The "Sleeping Beauty" body doesn't even come close to having the proper neckline. -
Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
Yeah it's not just a retexture, it's basically a different face. The mesh has undergone some changes in the DS version, adding in additional polys, the vert positions for the nose/mouth/chin are altered quite significantly, and the UV map is completely different. -
Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
I think a hybrid with "evil Kreia" would look a lot better: -
Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
That Darth Atris sure is wacky looking. I wonder who thought that funny hat was a good idea? -
Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
Wouldn't the holobook things be better off going red? -
It would be more apparent if you pointed out (for those that don't check the original source) that the comments are by Dark0ne, the owner and founder of the Nexus. I said when the news of the GameFront archiving was first announced that I was extremely surprised for exactly this reason, that it seemed to fly directly in the face of prior public statements by Dark0ne regarding mod author rights and respect thereof. I found this statement particularly amusing: Now granted, Nexus isn't an official site, but Jesus, that's the exact same problem they have with their stupid GameFront archiving. Also, as an aside, I am #9 on his list.
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Blog #35 - Portrait Pictures
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
You seem to change avatars more often than I change pants. Looking at the girlies there, I am again reminded of how much better their 1st/intermediate DS transition faces look (sans veins). I wonder if I should make some sort of emo/goth girl mod. -
There is no rigging/skinning required, unless you are planning on using a skinned mesh. The droids all typically drive the trimeshes directly. Obviously you'll need to keep the same number of meshes, with the same names, and same pivots. Regarding animations, you'll typically want to use a custom model name, export without animation, and reference the original model as the super model.
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No need for an external app. Just add the following to your registry: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\GWX] "DisableGWX"=dword:00000001 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\WindowsUpdate\OSUpgrade] "AllowOSUpgrade"=dword:00000000 "ReservationsAllowed"=dword:00000000 [HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\WindowsUpdate] "DisableOSUpgrade"=dword:00000001 Also, concerning updates, there are a whole raft of them to block. But be aware that MS is routinely re-enabling them and changing their KB number in order to obfuscate them, so you'll want to manually check the corresponding KB notes for each one before approving.
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It was a completely custom series of meshes, with only the helper objects from the original T3-M4 model remaining. It wasn't the character classification issue, but whatever the root cause was the camera issue sounds like it was the same. As to other droids, HK will work as a basis for new meshes. Protocol droids are a bust. I think Max, like most 3D apps, only outputs 4 sig figures anyway, so anything beyond that is probably worthless. Something else that might be worth stealing from KAurora, if possible, would be its support for emitters.
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Kotor/TSL Model Format (MDL/MDX) Technical Details
DarthParametric replied to ndix UR's topic in Modding Tools
Fair Strides is the KAurora source keymaster. I'm not sure whether you'll be able to get access to it though. Presumably Magnus would have open sourced it from the get-go (or at least after dropping it) if he intended to grant access to all and sundry. -
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I never really understood the holographic book thing. Surely they would just have holocrons for ancient/traditional stuff, then computer terminals for everything else.