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Everything posted by DarthParametric
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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
1,583 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.
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Fascinating discoveries researching NWN tools
DarthParametric replied to xander2077's topic in General Kotor/TSL Modding
I probably wouldn't get too excited about NWN2 stuff. While Odyssey derived from Aurora (NWN1) and there is a lot of legacy crossover, Electron (NWN2) saw some pretty marked changes under the hood by Obsidian. I'm not sure much there is of relevance to Odyssey games. -
Yeah it's a freaking mess. At current count there are 929 mods for K1 and 827 mods for TSL uploaded by "GameFrontArchiver" (over 60,000 files across all games). At least once you gain control you can actually delete them outright, which is a relief. But there is a bunch of stuff there that will never get claimed that should never have been uploaded. As you said, broken/outdated/duplicate versions.
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My Projects In the Pipeline (mostly texture related)
DarthParametric replied to Malkior's topic in Work In Progress
Depends on what you mean. It should be possible to transplant any of the standard body models based on my experience so far. If you are talking about retexturing, that sort of thing is outside my wheelhouse. At this point I'd say even just sticking with the vanilla textures would be a big improvement in terms of diversity. You could always just focus on finishing off the head retextures to get it released, then worry about body retextures as a supplemental download at a later date. -
Jesus, what a pain in the ass. They didn't even do some basic checks to look for pre-existing uploads or authors. Now I not only have to manually claim all this crap (and via email, they could have at least made a form), I have to try and delete or hide the duplicates. I wish they had just kept their mitts off it.
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I need an area specifically for Testing
DarthParametric replied to VarsityPuppet's topic in Mod Requests
Didn't JCarter have some sort of test level? I recall redrob41 talking about it. -
Looking for particular models
DarthParametric replied to xander2077's topic in General Kotor/TSL Modding
I've had a hell of a time with script-based ones in the past. See, for example, my misadventures in trying to get the Lobot-style cyborg head guy to lay on the freaking bed at the start of TSL in said head's WIP thread. Although that one doesn't count I guess, being a character. I did have plenty of trouble with actual placeables though, like the G-Wing shuttle, when messing about with that replacement I-Wing model. Can't say I have ever done that. I didn't even know that was a thing. I have gone the GIT/MOD route before for release-candidate stuff, but typically find scripting useful to iteratively adjust positions. So it was my imagination then. Hrmm. Perhaps I was misremembering based on the conversation with Canderous. Edit: Regarding spawn positions, it looks like these might be useful starting points. Upper City: 60.00, 95.00, 0.0 Undercity: 318.00, 250.00, 2.5 You'll have to experiment with the rotation angle, as it will depend on how you oriented the mesh.