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Everything posted by DarthParametric
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Self-illumination, if that is what you are talking about, is handled in the mesh, not the texture. The original model doesn't have any self-illum for the eyes because they are part of the head mesh (and obviously you don't want the whole head glowing). There's currently no practical way to address that for this model. It's not something that can be hex edited, because you'd need entirely new meshes for the eyes. Trying to compile a new model will almost certainly not work due to the issues with MDLOps. The only option is to fake it in the texture, the same as the original texture did. Start by cranking up the brightness.
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SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
Their basic level design is a series of hallways stuffed with endless trash mobs. It becomes extremely tedious after more than a couple of minutes, and they stretch it out as long as possible to pad out the play time. Then you get to the end of the corridor and there's the old "fight boss who takes X amount of damage, goes invulnerable, spawns adds, repeat until dead" trick they love so much.- 116 replies
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SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
Too bad that it turned out to be a complete waste of time with later retcons.- 116 replies
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SW-The Old Republic-Worth it or not...?
DarthParametric replied to djnugent's topic in The Old Republic
The option to create a level 60 character is just for those people that want to roll a new character for KOTFE without having to grind it all the way up from level 1. Your existing character can jump into KOTFE no problem. If it's your first character then (assuming you haven't already) it would be advisable to do all the ROTHC, SOR, and Ziost story content beforehand, so you are familiar with all the back story, characters, and references. With how overpowered the companions are now, you should be able to burn through that pretty quickly if you ignore all the side-quests.- 116 replies
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Rogue One: A Star Wars Story Official Trailer
DarthParametric replied to milestails's topic in Star Wars
Would be pretty sweet if the movie ended with Vader choking them all to death, but I suspect that may impact negatively on their future sequel plans... -
Kotor 2 Texture Overhaul (TSL Origins)
DarthParametric replied to Jorak Uln's topic in Work In Progress
Way too high tech for people that have laser swords and faster than light interstellar travel? -
Kotor 2 Texture Overhaul (TSL Origins)
DarthParametric replied to Jorak Uln's topic in Work In Progress
There's always this option: -
[KotOR] Replies enumeration limit
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
I'd hazard a guess that would be hard-coded. -
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.