DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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).
  6. Hard to download it to fix it if you take down the download.... PM me a copy and I'll take a look.
  7. 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.
  8. 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.
  9. Are you sure they saved correctly? KOTOR Tool's 2DA editor is kind of flaky.
  10. I wouldn't be using anything that alters dialogue (especially for party members) or modules, you are likely to break TSLRCM.
  11. It's a 2 frame animation with a simple reduction in glow diameter, running at 60fps. Gives it flickering quality, like a dodgy fluorescent bulb. Not the sort of thing you want if you have epilepsy probably.
  12. I guess it's up to Malkior whether to even go the route of messing with the body mesh. I'm not even sure if it will work - after all it would require dealing with MDLOps, tool of Sstan - but I'm willing to offer whatever help I can. Edit: So as not to keep hijacking the thread with new posts, I'll just edit this in here. Somewhat to my surprise, MDLOps seemingly compiled the model without a hitch: You'll just need to swap the textures with whatever your custom named ones are and re-export (or edit the ASCII). It is set to use the original model as the super, and it uses two different textures, so you'll need to edit appearance.2da and for the 5 rows for Rodians change the race and model to N_RodianJacket (or whatever you decide to use if you rename it) and blank out the texture column. If you want multiple texture variants you'll need to compile new models using them, as overriding it via the 2DA will apply a single texture to all the sub-meshes, which won't turn out well. I can give you a hand setting up TSLPatcher to make the appropriate appearance.2da edits if you need. Oh, and one thing I noticed afterwards that I missed before exporting the model, the lowest of the "hairs" on the back of the head clips through the collar, so you may just want to select those polys and delete them. Btw this means you could do female Rodians relatively easily, if you wanted (assuming MDLOps continued to co-operate), although they would require a tad more tweaking. It seems like the medium female body is already about the right size, so the jacket actually required scaling up: And of course, the obligatory: You'd probably also want a new, higher pitched voice set to go along with them. Edit 2: And a couple more, why not (although I don't think the forum script embeds more than 2 vids per post). Both these were scaled down. 96% seemed spot on. First is the swoop ganger body: And this one should make VarsityPuppet happy, more vest action via the smuggler NPC:
  13. Here you go: https://www.darthparametric.com/files/kotor/misc/Onderon_Freighters.7z I scaled them down to about 10% of their original size, as they were huge.
  14. The Rodian is a single body mesh with some unique animations, so you'd most likely want to scale medium and large meshes down to fit it, rather than trying to go the other way. The small body size was already the right scale so struck me as being much less of a pain in the ass. For the medium body though, a quick mockup would suggest something in the order of 95% would be about the right scale: It's a vest though, not a jacket, so I don't see that it is more appropriate than the small body.
  15. If you want the jacket look but the vanilla body isn't working out for you, it seems like you could probably hijack the PMBBS body (assuming this is K1, although I think they did keep the scaled class clothes meshes in TSL). Lop off the hands and it would only need some minor repositioning of the forearms to align with the weirdly bowed Rodian arms (and its giant hands). Like so:
  16. Kreia uses a unique stunt appearance with a cut animation in that scene as I recall. Anything that screws with her appearance.2da entries may cause it to bug out.
  17. Nice. Who knew you could add an appearance.2da row to heads.2da. Now I want to see it in a conversation.
  18. You can click on the little "ignore this warning" in the bottom right corner to still download the file. But obviously ignoring malware warnings is not something I'd recommend people be doing blindly.
  19. You're getting this, or something similar I assume: It would seem the domain has been added to a blacklist for serving up PUPs/adware/malware.
  20. Not sure how many more I'll do. Originally I only planned on hilts for Bastila, Malak, and Jolee, although I figured I'd throw in a bonus one or two.
  21. Kexikus expressed an interest in a wooden saber, so I figured the Redeemer from SWTOR, AKA Master Orgus Din's saber would be worth a shot: Half timber, half metal, with some sort of plates on one side of the emitter. Defensive measure perhaps? As before, double, single, and short hilt variants.
  22. It could be values for normal, binormal, and tangent. You can extract the values via Maxscript. You probably need to do some experiments with some simple shapes and see if you can figure out the order. Edit: If you want to use this simple pyramid mesh as a test - http://dpmods.wheb.org/files/kotor/misc/TEST_PYRAMID_ASCII.mdl - you can try the following values: Although I'm not 100% sure they are correct, but assuming you can get it compile and load without something exploding, we can progress to more complex shapes with shared normals across edge breaks/UV boundaries.
  23. I don't think you have that level of granularity. You could presumably drop the SFX volume down to zero to knock them out, but that would kill everything else like weapon sounds, etc.
  24. Malak's saber, per the canon reference: http://starwars.wikia.com/wiki/Darth_Malak's_lightsaber Once again, in single, double, and short versions: Edit: And base texture awaiting in-game env map:
  25. First cab off the rank is the saber of Sith Holocron's latest squeeze Bastila This is based on the apparently canon appearance (which is just a gussied up version of the game model): Original source Wookieepedia - http://starwars.wikia.com/wiki/Bastila_Shan's_lightsaber As per Kexikus' directive, this comes in single and short hilt flavours, as well as the Bastila-specific double. Edit: And here's the base texture, ready for some env map shininess: