DarthParametric

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Everything posted by DarthParametric

  1. Version 1.0

    162 downloads

    This is a new mesh made from scratch to replicate the I-Wing shuttle/freighter from K1, the model for which was not included in TSL's files. It was made with the intention to replace the GWing shuttle that the Mandalorians use to take you to Onderon, but it could be used in other ways. It currently includes no texture, just a UV map, so you'll need to make your own texture to make much use of it. Includes ASCII and binary model and walkmesh/collision files. Free for anyone to use and include in their own mod releases, but you must acknowledge the source. The mesh may not be released by itself or otherwise rehosted elsewhere.
  2. We'll have to wait and see if the chopped version meets with Hassat Hunter's fapworthiness approval, or if it still causes him emotional distress.
  3. It was mostly intended as a joke. But it you want long hair, that's your lot. At least unless someone creates some new custom hair meshes. Or I suppose you could find some existing hair meshes by someone else and get permission to use them. Edit: Or you could lop the braids off I guess:
  4. Clearly you haven't spent enough time with MDLOps.
  5. I'd say the problem was almost certainly MDLOps, rather than anything specific the modder did. It doesn't compile models properly, in the sense that its output is not the same as whatever official compiler Bioware and Obsidian had. A lot of the time it is sufficient to work in the game, but I could easily see how something it did could trip up a Blender script expecting a specific pattern that the official models conform to. As to your desired list, you aren't going to find much in the way of something like that. A lot of it just comes down to trial and error. Adjust, export, compile, test. Repeat until it works (or is proven to be irrevocably broken).
  6. By "empty" do you mean a null or dummy object? If so, they are used in all KOTOR models (and basically every other model format) for all sorts of things. In the case of the goggle hook (and head hook, hand/weapon hooks, etc.) it's just a reference point, which the game uses to position additional models. In other cases, they are used as containers if you will, to group objects with a common pivot point/axis. They get used in skeletons in this manner.
  7. Could be this one (link in second post) - http://deadlystream.com/forum/topic/3105-wip-kotor-model-exporter-for-blender/
  8. 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.
  9. 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.
  10. 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.
  11. 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); } }
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. So the standard K1 PMBI/PFBI robe model with a tabard/loin cloth thing probably swiped from Jolee's model and stretched a bit?
  18. 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.
  19. Grab it from the link in this post - http://deadlystream.com/forum/topic/3003-starwarsknightscom-down/?p=30625
  20. 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.
  21. 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.
  22. 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.
  23. 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/
  24. 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