-
Content Count
4,674 -
Joined
-
Last visited
-
Days Won
532
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Choose Mira or Hanharr Mod broke my game
DarthParametric replied to dannygolds's topic in General Kotor/TSL Modding
While it is inadvisable to install that mod after already having landed on Nar Shaddaa, it's just a collection of scripts and dialogue files. It seems highly unlikely to cause graphical glitches. I would suggest you have other problems going on. -
From the point of view of not having to add new placeables to the world, one bench is less hassle assuming the interface can be altered, although my preference is not to screw with vanilla stuff more than you need to.
-
I see no reason why changing the model shouldn't be possible, if that's what you mean. Or you could always just retexture it.
-
I imagine the snippets while the shuttle is crashing on Telos. Personally I think that is something that should have stayed on the cutting room floor. The shuttle interior looks weird and inappropriate for the actual vehicle, and the conversations constantly cutting in between the pre-rendered videos just unnecessarily fragments and drags the whole segment out.
-
Disassembling NWScript Bytecode
DarthParametric replied to DrMcCoy's topic in General Kotor/TSL Modding
Ah, so I would guess that is probably the same problem DeNCS has then. -
Disassembling NWScript Bytecode
DarthParametric replied to DrMcCoy's topic in General Kotor/TSL Modding
Nice, especially given that it handles DA and DA2 scripts (as far as I am aware there have never been any publicly available decompilers for those). Any plans to turn into a human-readable script format for simple peons like myself? So for example instead of this: ; 85 bytes, 12 instructions ; Engine types: ; E0: Effect ; E1: Event ; E2: Location ; E3: Talent _start: 0000000D 1E 00 00000008 JSR main 00000013 20 00 RETN -------- -------------------------- --- main: ; void main() 00000015 04 05 str CONSTS "" 00000019 04 05 str CONSTS "" 0000001D 04 05 str CONSTS "" 00000021 04 05 str CONSTS "" 00000025 04 05 str CONSTS "" 00000029 04 05 str CONSTS "05r" 00000030 04 05 str CONSTS "lev40_wpconfa" 00000041 04 05 str CONSTS "lev_m40ac" 0000004E 05 00 01FD 08 ACTION StartNewModule 8 00000053 20 00 RETN -------- -------------------------- --- you get this: void main() { StartNewModule("lev_m40ac", "lev40_wpconfa", "05r", "", "", "", "", ""); } We already have DeNCS which does this for most K1/TSL scripts, but there are some it fails on. -
Using TSL Patcher without KOTOR on Desktop
DarthParametric replied to awkwardnate's topic in General Kotor/TSL Modding
Look over at Lucasforums. People were asking Stoffe for the source code so a version without the dialog.tlk version could be compiled. It has been almost a year since then though, so I assume nothing has come of it as yet. http://www.lucasforums.com/showthread.php?t=149285&page=8 You could try sending Stoffe a PM. Her profile suggests she was still active just a couple of days ago. Just enquire if releasing the source code is a possibility, or transferring it to someone like Fair Strides. -
Yeah the rounding is normal, regardless of version. Other 3D apps do it as well.
-
Help creating a Darth Bandon Robe mod
DarthParametric replied to Chev's topic in General Kotor/TSL Modding
You need to edit the UTI for the item and change the appearance. Remember that as I said previously, body models are shared. So if you replaced body type J then the Revan and Starforge robes will also use the Bandon model. You do not want to try and replace the standard robes model, as there is only one in K1. Unless you want every single Jedi running around in Bandon's outfit. Additionally, Bandon's model is male, so I'm not sure I'd be using it for female PCs. -
Help creating a Darth Bandon Robe mod
DarthParametric replied to Chev's topic in General Kotor/TSL Modding
If you are editing appearance.2da the model and texture entries should both be N_DarthBand. The columns are modelj and texj. You'll need to do it for every row of P_MAL_X_XXX_XX, unless you know which specific body you are using. -
There should be no reason that a split between torso/left arm/right arm as individual meshes is required as such. The model will animate identically regardless of whether it is one mesh or twenty, as long as the verts are all weighted the same. I suspect it is more an artefact of their production pipeline than any inherent requirement of the engine. As to smoothing groups/normals, the only limitation of the MDL format is that there must be a 1:1 relationship between geometry verts and texture verts. It seems like NWMax exports smoothing group data correctly, so there should be no reason why MDLOps couldn't compile models with smoothing across UV seams at least. Theoretically that should extend to physically separate meshes sharing vert co-ords as well, but I'm not sure if that is necessarily the case in practice.
-
You'd have to re-weight the mesh, but one solution would be to split the mesh at any point where you want a seam and merge any pieces you want to have unified smoothing. So cut off the little bits of upper arm and join them to the main arm meshes.
-
The one by ChAiNz.2da uses a Disguise. I know there was a bug in K1 that caused your character to be permanently assigned that appearance if you wore the outfit when you did the underwater suit section on Manaan (as that is also a Disguise). You can probably fix it by editing the save in KSE and changing the Appearance value back to whatever it was originally. For example P_FEM_C_SML_03 or P_MAL_C_SML_05 (I think Scout is the small one). Use this chart to see which head you picked - http://dpimages.wheb.org/K1_Player_Heads_K1.jpg - and match the race and number to the available values in KSE. There are three different body sizes, small, medium, and large, depending on starting class. Soldier is large, like I said I think Scout is small, which leaves Scoundrel as medium. Someone else can either confirm or correct (although to be honest I never really noticed much difference, so it probably doesn't matter greatly).
-
Ah. you just want the skin, not the hair. I thought you were just swapping the whole texture. In that case, yeah, you'll need details to be manually touched up.
-
Help creating a Darth Bandon Robe mod
DarthParametric replied to Chev's topic in General Kotor/TSL Modding
You'd need to rename the model to the same name as whatever body model you wanted to replace, and/or edit the appropriate entries in appearance.2da. As I mentioned earlier, the Revan/Starforge robes model (PMBJ) is a popular choice as it is the least used body model. You might want to look into some tutorials on how body models are controlled. Here are a couple to get you started: http://www.lucasforums.com/showthread.php?t=148638 http://www.lucasforums.com/showthread.php?t=204740 -
Interesting. Where exactly are you getting these strips where the texture doesn't cover? Looking at the models, there are some slight variations in the head meshes, both in geometry and UVs, but I can't see anything obviously wrong (aside from some mild texture distortion that would be covered by the hood) when transplanting the other texture to the regular head. Not seeing any gaps/untextured strips. Can you post some pics? An alternative to Sith Holocron's approach would be to do the swap via editing the appearance.2da. Going further, you could split out the heads so that you could then freely use either on either body (or give her the ability to wear regular clothes/armour, as I did once). That would allow for a seamless swap between the 2-handed and 1-handed versions on Pergaus.
-
Help creating a Darth Bandon Robe mod
DarthParametric replied to Chev's topic in General Kotor/TSL Modding
It doesn't have a head. It's just a body model. And as I said, you'd have to replace an existing player body model if you want to use it as a regular item. You can't add new models outside of disguises. -
Help creating a Darth Bandon Robe mod
DarthParametric replied to Chev's topic in General Kotor/TSL Modding
It's not quite as simple as that with unique body models. There's no way to get Bandon's outfit as a standard armour/robe item unless you replace one of the existing player body models. The most common approach is to replace the Revan/Starforge robes model, PMBJ, seeing as it is only used for those 2 items. Otherwise you have to go the Disguise route, but the problem with that for body models that don't include a helmet/head covering that you either won't have a head, or you'll have someone else's head. Unless you do something like I did with the Jolee robes mode for TSL and create a separate appearance.2da entry and item for every single player head. -
Looks like the robe is equipped via k_donrobe.ncs. It's in both STUNT_56a_s.rim and STUNT_57_s.rim. The STUNT_56a_s.rim version is: void main() { object object1 = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); AssignCommand(GetFirstPC(), ActionUnequipItem(GetItemInSlot(1, OBJECT_SELF), 0)); AssignCommand(GetFirstPC(), ActionEquipItem(object1, 1, 1)); } And the STUNT_57_s.rim version is: void main() { object object1 = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); ActionUnequipItem(GetItemInSlot(1, OBJECT_SELF), 0); ActionEquipItem(object1, 1, 1); } It would be easy enough to replace it with something else, like the Revan robes for instance, but I'm not sure about keeping whatever the player had previously. Some script gurus might have to chime in on that.
-
Didn't Team Gizka pull some stuff that was only in the Xbox version for use in TSLRP? Did the TSLRCM team do anything in that regard?
-
I think I still have the Xbox discs for TSL somewhere....
-
I'd post it as your own mod rather than making people go to Mediafire. Then just post a link in here when it is approved. My mod is set up to use 4 different textures with race-specific skin tints on the hands, DP_JediHermit001 to DP_JediHermit004. 001 is Asian, 002, is Black, 003 is Caucasian, and 004 is Hispanic. I also have them as DDS (http://deadlystream.com/forum/files/file/536-bioware-tga-to-dds-converter/) so you may want to consider doing that as well if you want them as a straight overwrite of my files.
-
The UVs are unchanged, so it would be compatible. You should post it as an alternative. The only thing is that I have 4 race variants for the different skin colour on the hands.
-
Yes, it's to reduce overhead for the Xbox1 the game was designed to run on. Still, even on modern PCs the game will sometimes crash if you try to force shadows on a mesh with too many polys.
-
Yeah there are 2 versions of it. There's n_darkjlowm (which this mod uses) that is basically just the Jolee mesh with the shoulder pads, hood, and loin cloth removed, plus some physical alterations like the front of the "skirt" widened and the trousers tucked into the boots. Then there's n_darkjmidm which adds shoulder pads and a belt thing across the chest. And as I mentioned in the description, TSL also added female versions of those meshes. I just took those, renamed them, and hex edited the texture names to point to my custom texture. Edit: Looking at the original Jolee model again, I realise my undershirt texture ended up a bit too orange looking. Need to bring it back to a more yellowy colour I guess.