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Everything posted by DarthParametric
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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. -
Creating Robes At The Workbench
DarthParametric replied to GrandmasterArcturus's topic in General Kotor/TSL Modding
Are you sure they saved correctly? KOTOR Tool's 2DA editor is kind of flaky. -
I wouldn't be using anything that alters dialogue (especially for party members) or modules, you are likely to break TSLRCM.
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Download:[TSL] Animated Lightsaber Blades
DarthParametric replied to DeetheJedi's topic in Mod Releases
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. -
My Projects In the Pipeline (mostly texture related)
DarthParametric replied to Malkior's topic in Work In Progress
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: -
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.
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My Projects In the Pipeline (mostly texture related)
DarthParametric replied to Malkior's topic in Work In Progress
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. -
My Projects In the Pipeline (mostly texture related)
DarthParametric replied to Malkior's topic in Work In Progress
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: -
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.