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Everything posted by DarthParametric
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Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
I've done some cranial surgery and merged the meshes together, but you - or someone else - will have to add the beard. Note that because this is a quick hack job, Dark Side transitions are not possible due to using two separate textures. To use DS transitions would require remapping all the meshes so everything fits onto a single texture. You still get DS pajamas though. And because my laziness knows no bounds, I just reused the portrait from my bearded Mullet Man mod, so you'll probably want to replace that as well. http://dpmods.wheb.org/files/kotor/k1/%5BK1%5D_Super_Mullet_Man.7z Edit VP_RevanFace.tga to add a beard. Hair colour can be changed in DP_Mullet.tga (use PMHC04.tga for original source). The portrait is PO_SuperMullet.tga. The easiest solution would be to just use the face texture from that bearded version I linked to above. Rename their base texture PMHC01.tga to VP_RevanFace.tga and dump it in the Override (or tslpatchdata in my mod folder before you run the installer), overwriting the original. Acknowledgement and attribution goes to VarsityPuppet for his PMHC01 modder's resource. This mod uses his model and texture. -
Request for Another Canonical Revan Head :)
DarthParametric replied to Masirimso24's topic in Mod Requests
Someone already did a bearded version of VP's head, but still has short hair - http://www.nexusmods.com/kotor/mods/77 -
Changed the AuroraBase name. If you look at the original MDL in your hex editor (and probably decompile it in MDLOps so you can look through the ASCII file in a text editor), you'll see there are two instances of "I_Mask_011". The first is the name of the AuroraBase, and the second is indicating that it is the parent of trimesh VerpineHeadBand. I simply replaced both those instances with "I_Mask_088".
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Whoops, wrong sub-domain. Works now.
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This is the sort of thing you want, right? You missed a reference to the texture in the MDL, you only replaced 3 of the 4 references, so there is still a bit of red in your version. Your UTI is a bit odd. You are using a K1 resref/tag instead in a TSL item, although it still works OK, it just doesn't follow the existing convention. Other than those nitpicks, I can add it to my inventory via KSE and it shows up fine. Just out of curiosity, replace your MDL/MDX with this version and see if you still have the texture issue you mentioned above: http://dpimages.wheb.org/files/kotor/tsl/%5BTSL%5D_Blue_Verpine_Band.7z
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Actual "talking heads" conversation dialogue is stored in DLG files. The TLK contains string references for all sorts of things, some of which are used for ambient dialogue.
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I'm sure someone could equally ask you how you manage to code a program in some given allotment of time deemed by them to be fast. I'm no speed modeller. KOTOR models are basic and low poly, and I've been around the block enough times to know what works for me and what doesn't when I want to tackle modelling a particular subject. And in this case I have a template to build directly over the top of, which makes things a lot easier than just working off some reference images. Edit: Guns, landing gear, and other minor details done: Seeing as it is meant to be a Mandalorian bird, I was tempted to festoon it with turrets and missile/torpedo launchers, but I suppose that wouldn't really fit in with the idea of a low key shuttle..... Edit 2: And a quick in-game test: Seems like the one in the Mando camp on Dxun is part of the level rather than a placeable like the one in Iziz, so that would be more of a pain to replace.
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Thinking of removing TSLRCM from the Workshop
DarthParametric replied to Hassat Hunter's topic in TSLRCM
Actually no, I don't think it will be. That's actually a major problem with using Steam Workshop with Xcom 2. If a mod author pulls their mod from the Workshop, then the mod is automatically uninstalled/deleted on your end by Steam, and then any saves made using that mod are broken as the game refuses to load them without the missing "DLC". If this happens with the Workshop version of TSLRCM as well (the auto-deleting part), you are going to break a lot of people's games. -
Got it mostly done except some final details like weapons and landing gear: That's keeping at the same scale as the original. You could probably drop it down to something like 75% or so and still fit a single row of 4 people comfortably, if you were worried about space in the hangar. I guess that would also fit closer to Mandalore's statement that it's a "small shuttle".
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I can take a crack at it. It's not overly complex. Requiring new landing/take-off BIKs seems far more onerous. It's tight, but the I-Wing does just squeeze into the Onderon hangar: You might be better off renaming your version and pointing it to the original version as the super model, rather than compiling with animations. Then have TSLPatcher change the model reference in appearance.2da.
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As long as you get a valid TLK out of it at the end, doesn't really matter what you use.
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Read this thread - http://deadlystream.com/forum/topic/3435-tlk-merging - in particular, using Xoreos-Tools to decompile the TLK into XML, as I detail in post #12. As DrMcCoy posted at the end of the thread, another tool is now also included to recompile an XML back into a TLK. That links to an older version of the tools though, the latest are available here - https://xoreos.org/downloads/index.html - at the time of writing this post being 0.0.4 “Chodo”. Make sure to grab the tools link from the righthand side, not the base engine link on the left.
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The mod requires TSLPatcher to install. You can't just dump it in the Override.
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Question about a script
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
It depends on whether the script has a unique name. If it doesn't, you'll need to use a MOD to avoid it being loaded in the wrong place. -
Question about a script
DarthParametric replied to DarthRevan101's topic in General Kotor/TSL Modding
You may want to check out this thread - http://www.lucasforums.com/showthread.php?t=143536 In particular, the part regarding setting a global boolean in order to only spawn an NPC once would appear to be what you are chasing. Regarding limiting it to a specific module, you'll presumably have to hijack that module's onenter script, which means injecting it into a MOD file, not just dumping it in the Override. -
Oh yeah, whoops. I remember trying to replace the texture on that an it kept flaking out, disappearing when turning the camera. Yeah the design is kind of stupid, it looks like you wouldn't even fit one person in there, much less three. I wonder if you could use the swoop bike as the basis for a new shuttle design. I like the twin mandible things. Scaled up with a central cockpit it would be kind of similar to an Eta-2 Actis. Edit: How about this, looks kind of cool - http://starwars.wikia.com/wiki/Lethisk-class_armed_freighter - although looking at the model and comparing it to a human male body it seems like it is still only a single-seater: I'm not sure if the model is even in TSL anyway, so you could make a new one based on it with a larger cockpit perhaps. Edit 2: Actually, looking at it again in more detail, it seems like you could actually comfortably fit 4-8 people in there, maybe just reworking the canopy to allow a bit more headroom:
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I always thought the shuttle was a bit too heavy on the Lambda influence, much in the same way the Ravager is far too derivative of ISDs. You could look at comics or TOR for possible inspirations for alternative designs I guess.
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Yeah I just looked it up on the wiki. Dunno why I thought it was a Robotech kind of thing. Alzheimer's maybe. I know I was considering sticking the TSL version on top of a giant robot body at one point, using it as the head, maybe that was it.
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Yeah it's a pain in the ass, but that was only about 45 frames, so I just did it in PS. Only took about 15 mins like I said. Took far longer to re-encode it and upload it to Youtube. If you want to composite new stuff over the top, that should be easy enough to manage with Max and AE. I haven't used AE since like version 7 or something, aeons ago, but match moving is it's whole bit pretty much, isn't it? And I'm sure that Max has plugins for it, even if it doesn't do it natively. I always pictured it as some sort of cool Robotech sort of thing? Maybe I should go back and listen to Canderous's description again.
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It's just a matter of how much effort you want to devote to it. I never even noticed the multi-coloured limbs until I read it in this thread (or that door walking guy on Telos), so even a sloppy paint out would probably be more than sufficient for most people. Here's a super quick and dirty frame-by-frame clone stamp pass (including accidentally painting out the statue shadow in the first few frames): If you spent more than 15 minutes to do it properly I doubt anyone would tell, especially if you composite a new crowd over the top. But it's your mod of course, just offering my 2¢. Speaking of which, while on the subject of the Basilisk, I'd probably rather see effort devoted to replacing it with something that actually fits the description Canderous gives in K1, rather than whatever that thing in TSL is supposed to be, but that would be way more effort, requiring a complete replacement of that video. But again that's just
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You could desaturate the appropriate areas frame by frame, but that would be painful. Alternatively you could try compositing some new people over the top, it is super sparse with just 2 peons there. Or just try removing them altogether.
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SKIN:Replacement Texture for Lightning on Malachor V
DarthParametric replied to Sith Holocron's topic in Mod Releases
Btw someone should probably test that the fixed version actually works..... Also, you should either remove the TGA or specify that you only use either the TGA or the DDS, not both. Or just delete the DDS if you are worried about compatibility. I just included it as a matter of course, seeing as I export any textures I do as DDS these days (besides icons that need to be seen in KSE). -
SKIN:Replacement Texture for Lightning on Malachor V
DarthParametric replied to Sith Holocron's topic in Mod Releases
Hard to download it to fix it if you take down the download.... PM me a copy and I'll take a look. -
Luxa is just a repurposed player head from K1: Looks like Obsidian forgot to re-texture a few sub-meshes, so they still use the original PFHA01 texture. I'm actually surprised that sort of thing slipped through testing, as VRAM would have been at an absolute premium on the original Xbox, what with its paltry 64MB pool of shared memory.
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Creating Robes At The Workbench
DarthParametric replied to GrandmasterArcturus's topic in General Kotor/TSL Modding
You created new unique row IDs for the added lines? You'd be better off just creating a TSLPatcher version. For something as simple as a couple of 2DA edits it would only take a minute or two, you just use the tool to difference Redhawke's 2DAs vs the vanilla ones.