-
Content Count
4,626 -
Joined
-
Last visited
-
Days Won
523
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Kreia's Assorted Robe Collection (TSLRCM compatible)
DarthParametric replied to DasRoteBaron's topic in Mod Requests
Assuming you are happy to have a single texture all the time, it's extremely simple. Just copy P_KreiaH09.tga (head texture) and P_KreiaA09.tga (body texture) from the mod's tslpatchdata folder, paste them into the Override folder, and rename them P_KreiaH.tga and P_KreiaA.tga, respectively. If you want a different colour, just look at the textures and choose the appropriate numbered pair. If you have already tried to install the mod previously, you'll need to copy and paste the appearance.2da (and other files) from the mod's backup folder back into the Override folder first. -
Kreia's Assorted Robe Collection (TSLRCM compatible)
DarthParametric replied to DasRoteBaron's topic in Mod Requests
I'm not sure if anything else like that exists. You could ditch all the scripts and dialogues and do a limited version as a simple appearance.2da mod. You'd be limited to one texture per model type though. Alternatively, you could check out this - http://www.lucasforums.com/showpost.php?p=2851410&postcount=8 I think it should be compatible with TSLRCM, as it doesn't alter the endgame sepekku entry, but I make no guarantees. Edit: I just made a slight tweak to it, adjusting the neck verts to match the position of the standard bodies. Should get rid of most clipping issues in that region. I had to adjust the inner hood of the default Kreia robes to match the new vert positions, so there is a bit of texture distortion around the neck/collar as a result (noticeable in the morgue scene, for example). I also extended the hair down a bit to hide the lack of underside, but there is still some nasty clipping there. -
Module NPC and Object Placement
DarthParametric replied to Hobbes's topic in General Kotor/TSL Modding
Gah, figures it would be something so trivial. I must have tried half a dozen versions and presumably that was the problem every time.... I didn't even notice. Sigh. Thanks for correction. GIT in the Override testing is all well and good for confirming everything works before release, but it's a pain in the ass having it reset the triggers every time. Scripting is far more useful for iterative testing. -
Module NPC and Object Placement
DarthParametric replied to Hobbes's topic in General Kotor/TSL Modding
Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example: void main() { if ((GetEnteringObject() == GetFirstPC())) { if( GetObjectByTag( "PLC_abcd1" ) == OBJECT_INVALID ) { CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd1", Location(Vector(-85.25,19.45,9.66545), 131)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd2", Location(Vector(-55.5,-6.15,9.722), 90)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd3", Location(Vector(5.7,41.65,9.66551), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd4", Location(Vector(38.25,0.00,9.66545), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd5", Location(Vector(0.00,-44.25,10), 90)); } ExecuteScript("on_enter_ORIG", OBJECT_SELF); } } -
It's a non-standard format that Bioware implemented for Neverwinter Nights/Aurora Engine (hence why it still works in Odyssey). You can view them at least in NWN Explorer - http://neverwintervault.net/project/nwn1/other/tool/nwn-explorer-reborn It's preferable in pretty much all cases to use DDS over TGA for compression, especially in cases of large retexture mods. I advocate offering modder's resources of TGAs though, where applicable.
-
Module NPC and Object Placement
DarthParametric replied to Hobbes's topic in General Kotor/TSL Modding
Ah ok, cheers. If only I'd known that before I spent two hours constantly re-editing the GIT and UTP and recompiling the model trying to figure out what was broken.... I guess I'll stick to scripts for testing and leave the GIT edit for the final/release version. -
Module NPC and Object Placement
DarthParametric replied to Hobbes's topic in General Kotor/TSL Modding
I figured I'd ask in this thread, rather than start another. Does the addition of placeables via a GIT edit only work if you have not previously entered a level? The same as changing an appearance ID value in a UTC for example? I can get a placeable to spawn via a modified on-enter script, but it doesn't show up when added via a GIT edit for a level I have previously visited. -
MDLops in wine or playonlinux?
DarthParametric replied to xander2077's topic in General Kotor/TSL Modding
MDLOps is a self-contained exe. You don't need a Perl install for it to work, at least under Windows. Whether you can run the Perl script directly under Linux with a Perl install, I don't know. It should be feasible, in theory. -
Looks like a bit of minor vert adjustment. The shoulder pads have been pushed wider, the vee of the neck where the robe overlaps has been shifted down and across a bit. Possibly the hem on the back has been raised a bit, although it's hard to tell from just a front-on shot. And I think that loin cloth bit might actually be from Bastila's model, not Jolee's.
-
So the standard K1 PMBI/PFBI robe model with a tabard/loin cloth thing probably swiped from Jolee's model and stretched a bit?
-
I don't think there is such a thing. Vrook/Dorak/Zhar all just use the standard PMBI model. Unless you are talking about some other mod.
-
Grab it from the link in this post - http://deadlystream.com/forum/topic/3003-starwarsknightscom-down/?p=30625
-
I'm not sure where this rightly belongs, so mods feel free to move it if necessary. Gamefront is closing down its servers on April 30 - http://www.gamefront.com/gamefront-is-closing-down-april-30-2016/ If you want anything from whatever scraps of KOTOR Files still remain, you've got the next fortnight to archive them.
-
Doesn't really need a new face texture, the existing Handmaiden one is fine for that. If you want to redo the hair so it is a proper white, it's just the standard PFHC01 texture. I compressed the original UVs 50% and made a new 1024x512 side-by-side texture, so there are no overlaps or effective departure from the vanilla position.
-
It's possible, with a lot of slicing, dicing, vert tweaking, and UV finagling to combine two separate textures (heads require a single texture if you want DS transitions): However, the danglymeshes for the ponytail, bangs, etc. no longer work. MDLOps doesn't compile these properly, so these bits are rigid. Someone would need to do a better texture for the hair. I just did a half-assed overlay in PS to get it white-ish looking.
-
I sent a version to livnthedream for testing, but have received no reply, so I just went ahead and made a public release: TSL - http://deadlystream.com/forum/topic/4333-downloadpre-war-style-silver-gold-trimmed-jedi-robes/ K1 - http://deadlystream.com/forum/topic/4334-downloadsilver-gold-trimmed-jedi-robes/
-
File Name: Silver & Gold Trimmed Jedi Robes File Submitter: DarthParametric File Submitted: 12 Apr 2016 File Category: Skins K1R Compatible: Yes Adds Jedi robes with silver and gold trim, styled after the “Silverlined Jedi Robe” mod by Cerasumat, which no longer appears to be available for download. Use KSE or console command to add items g_a_mstrrobe47 and g_a_mstrrobe48 to your inventory. Warning: This mod requires an environment map/cube map in order to get the shiny metal effect. In K1 it would appear that an alteration of the “envmap” column in appearance.2da is required to force this for robes (the simple addition of a TXI doesn’t work). This may have unintended effects on other model types, particularly custom textures with transparency. Additionally, the requirement of a 2DA edit means it will not work properly for custom heads without a manual edit of appearance.2da by the enduser. For those that wish to do that, change the envmap column for your custom head rows from DEFAULT to CM_Baremetal. Click here to download this file
-
Version 1.0
752 downloads
Adds Jedi robes with silver and gold trim, styled after the “Silverlined Jedi Robe” mod by Cerasumat, which no longer appears to be available for download. Use KSE or console command to add items g_a_mstrrobe47 and g_a_mstrrobe48 to your inventory. Warning: This mod requires an environment map/cube map in order to get the shiny metal effect. In K1 it would appear that an alteration of the “envmap” column in appearance.2da is required to force this for robes (the simple addition of a TXI doesn’t work). This may have unintended effects on other model types, particularly custom textures with transparency. Additionally, the requirement of a 2DA edit means it will not work properly for custom heads without a manual edit of appearance.2da by the enduser. For those that wish to do that, change the envmap column for your custom head rows from DEFAULT to CM_Baremetal. -
File Name: Pre-War Style Silver & Gold Trimmed Jedi Robes File Submitter: DarthParametric File Submitted: 12 Apr 2016 File Category: Skins TSLRCM Compatible: Yes Adds K1-style Jedi robes with silver and gold trim, styled after the “Silverlined Jedi Robe” mod by Cerasumat, which no longer appears to be available for download. Use KSE or console command to add items a_robe_47 and a_robe_48 to your inventory. Note: This uses the K1-style Jedi robes mesh. However, it is not a port. While the original medium sized model was replaced by the new movie-style robe for TSL, Obsidian left in the original K1 large and small models for both males and females, along with the female texture. I have rescaled these models to the same size as the medium model, along with making some UV adjustments for the male model to fix various texture stretching issues. Warning: In order not to replace the existing Obsidian robe models, I have overriden the J model slot – i.e. Revan/Star Forge robes – with the K1-style Jedi robes model. As a result, this mod is not compatible with any other mod that uses PFBJ/PMBJ models, i.e. any Revan/Star Forge robes in TSL mods, or that replaces the model in the J slot in the same manner. Click here to download this file
-
Version 1.0
910 downloads
Adds K1-style Jedi robes with silver and gold trim, styled after the “Silverlined Jedi Robe” mod by Cerasumat, which no longer appears to be available for download. Use KSE or console command to add items a_robe_47 and a_robe_48 to your inventory. Note: This uses the K1-style Jedi robes mesh. However, it is not a port. While the original medium sized model was replaced by the new movie-style robe for TSL, Obsidian left in the original K1 large and small models for both males and females, along with the female texture. I have rescaled these models to the same size as the medium model, along with making some UV adjustments for the male model to fix various texture stretching issues. Warning: In order not to replace the existing Obsidian robe models, I have overriden the J model slot – i.e. Revan/Star Forge robes – with the K1-style Jedi robes model. As a result, this mod is not compatible with any other mod that uses PFBJ/PMBJ models, i.e. any Revan/Star Forge robes in TSL mods, or that replaces the model in the J slot in the same manner. -
File Name: Rodian Female NPC Body Model File Submitter: DarthParametric File Submitted: 12 Apr 2016 File Category: Mods TSLRCM Compatible: Yes This mod adds an additional female Rodian appearance for NPCs. It adds a new custom Rodian body model which makes use of a scaled Human female player body. This is primarily intended as a modder’s resource, so textures are very quick and dirty recolours, meant to be replaced with proper ones by the end user. Skin is changed to a purplish-pink, and the clothing changed to a blue jacket, black pants, and a white shirt. However, for the benefit of regular users, the merchant Geeda on Nar Shaddaa (the only female Rodian in the game) has had her UTC modified to use this new appearance. Note that the change will only work if you have not previously visited Nar Shaddaa, as appearance ID data is stored in your save file. Additionally, for those that prefer the regular green skinned Rodian look, an optional face/hands texture is supplied. Once this installer has finished, simply copy the TGA inside the OPTIONAL folder and paste into the Override folder, overwriting when prompted. I'll consider adding some additional bodies in the future, as well as a K1 version modder's resource. I also made some male versions a while back for Malkior to use in conjunction with his Rodian reskins, so hopefully he'll release those at some point in the near future. If not, I'll just release the models using the vanilla textures. Click here to download this file
- 1 reply
-
- 1
-
-
Version 1.0
982 downloads
This mod adds an additional female Rodian appearance for NPCs. It adds a new custom Rodian body model which makes use of a scaled Human female player body. This is primarily intended as a modder’s resource, so textures are very quick and dirty recolours, meant to be replaced with proper ones by the end user. Skin is changed to a purplish-pink, and the clothing changed to a blue jacket, black pants, and a white shirt. However, for the benefit of regular users, the merchant Geeda on Nar Shaddaa (the only female Rodian in the game) has had her UTC modified to use this new appearance. Note that the change will only work if you have not previously visited Nar Shaddaa, as appearance ID data is stored in your save file. Additionally, for those that prefer the regular green skinned Rodian look, an optional face/hands texture is supplied. Once this installer has finished, simply copy the TGA inside the OPTIONAL folder and paste into the Override folder, overwriting when prompted. I'll consider adding some additional bodies in the future, as well as a K1 version modder's resource. I also made some male versions a while back for Malkior to use in conjunction with his Rodian reskins, so hopefully he'll release those at some point in the near future. If not, I'll just release the models using the vanilla textures. -
As you most likely know, Obsidian replaced the K1 robe model in TSL with something a bit closer to the movie style robes. However, it turns out they only replaced the medium sized model (seeing as they use medium for everything). The large and small models are still the original K1 model. They also left behind the female texture. I had a play around with it and came up with a solution. I scaled down the two large models to the same size as the medium, then used the J model slot (Revan robes) to add them so they don't replace the Obsidian robes. So I can get them into TSL without porting, and without affecting the existing robes, but it does mean it won't be compatible with any Revan/Star Forge robe mods, or other mods that replace the J slot models.
-
Took a crack at replicating it:
-
Seems like it would be reasonably straightforward to emulate, just take PFBI01/PMBI01, desaturate, set it to overlay over a dark grey layer, paint on white (or other colour) stripes along clothing edges, etc., copy those to the alpha channel, use an environment map like cm_baremetal. Edit: Whoops, wrong thread, I actually meant to post it in this one - http://deadlystream.com/forum/topic/4254-silver-lined-jedi-robes/?p=44553 Any passing mod/admin, feel free to merge this post into that other post.