DarthParametric

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Everything posted by DarthParametric

  1. The mesh needs to be brought forward a metre or two and have the walkmesh adjusted. I wasn't able to reach the clickable area to fly back to Dxun in the current position, but I think I can get it to line up with the indent for where the cockpit access is. I was actually thinking I could put some walkable boarding ramps next to it, so you could climb right up to the cockpit. I originally had the canopy up, but it clipped through the roof so I closed it for those pics seeing as you couldn't see into the cockpit from down on the ground anyway.
  2. Interestingly, if you convert them to Bioware's DDS format things take a decidedly psychedelic turn: Gimp (?) is certainly doing something non-standard.
  3. I'm still scratching my head over it. From what I can see, bytes 9 to 12 of a TGA header should contain the X and Y co-ords which determine which corner to use as the origin, but both Circa's original files and ones exported from PS just have zero values for those bytes. Maybe there is something else somewhere in the file that tells the game - or more probably the video card - to flip the texture the right way.
  4. So it looks like it's the format they are saved in. Those are Type 10 (run-length encoded true-color image), whereas in Photoshop you'd save those out as Type 2 (uncompressed true-color image). It seems like they actually do show up the right way in-game though if kept as Type 10. According to the specification there is a field for specifying the X and Y origin, thus determining which way is up, so I imagine that Gimp or whatever is spitting these out just flips it upside down for some reason. Odd though that PS doesn't seem to detect that and display it the right way. So long story short, they appear to actually be OK as-is for game use, but you may have to flip them if you are modifying them for your own use.
  5. Yes, both the face and clothes textures appear to be flipped vertically. They'll need to be flipped back to work properly. I'm not sure why this happens. An artefact of whatever tools they are using I guess. I know Jorak at least uses Gimp, could be related to that perhaps.
  6. It's instructive to look at some mods by other people as to how to implement it. The manual is a bit vague about it, and ChangeEdit doesn't actually have any provision to do it automatically. Generally I find it easier just to manually insert memory tokens by edit8ng the INI in a text editor.
  7. No, it's a simple hack job for your request. It's not in a proper state for a wide release.
  8. The problem was the diffuse/ambient override settings for the textures. By default, NWMax doesn't expose these values for skinned meshes, only trimeshes. I forgot to edit them manually in the ASCII after exporting, so they used default values which effectively set the brightness of the textures at around 50%. This was affecting the hair as well as the face. Fixed and recompiled: I've updated the mod file, redownload it from the link I posted earlier. I also included the dark hair texture from my original bearded mullet man mod, as seen in the above pic.
  9. Looks like it didn't survive to the files being transferred to Gamefront, but Kainzorus Prime is a member here - http://deadlystream.com/forum/user/11282-kainzorus-prime/ It doesn't look like he has uploaded the mod to DS, but perhaps you can enquire as to the possibility.
  10. I'm not sure that it precludes the same problem from occurring. There's nothing that says DeNCS can't have more than a single fail state.
  11. TSLPatcher creates a backup folder in the mod directory where it places original copies of any files it overwrites. You can simply copy and paste the 2DA files in that folder into the Override to revert one step backwards, but if you have run the installer multiple times then you will have lost the original copy of those files. And if you need it: Soldier is large, I think scoundrel is medium, and scout is small, going by vanilla standards.
  12. I assumed by "added another head" that you meant you had installed the mod a second time. If not, then yes, the mod creates a new head, it doesn't override PMHC01. It's the only practical way to implement it. If you are in the middle of a playthrough you'll have to change your appearance via KSE.
  13. Once it is installed you just edit the TGAs in the Override folder, you don't reinstall the mod. For the hair colour, just take your desired version of PMHC04.tga from my original bearded mullet man mod, rename it DP_Mullet.tga, and put it in the Override folder, overwriting the one that is there.
  14. 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.
  15. Someone already did a bearded version of VP's head, but still has short hair - http://www.nexusmods.com/kotor/mods/77
  16. 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".
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. 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".
  22. 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.
  23. As long as you get a valid TLK out of it at the end, doesn't really matter what you use.