DarthParametric

Modders
  • Content Count

    4,566
  • Joined

  • Last visited

  • Days Won

    514

Everything posted by DarthParametric

  1. So yeah, Program Files strikes again, eh? Your best bet with any Windows install is to set up a separate drive/partition for any programs. I always have a D drive for that.
  2. The Listener log would seem to indicate that the script loaded fine. Not sure what the issue is there exactly.
  3. I always had to start the script manually, the NWMax exe never worked for me, so that in itself is not an issue. After trying to run the script manually, press F11 to open the Listener window and see if it lists any info. Could be worth installing GMax outside Program Files. Windows is super bitchy about stuff running in there.
  4. Are you using the GMax version of the script?
  5. A missing TXI is the only other thing that immediately springs to mind, assuming the image is RGBA.
  6. Did you manually replace each instance, or just do a simple replace all? There's also a LMA_wall01c, which would have been changed to JUM_wallc with a replace all, assuming it is used in the same model. Do a search in the edited file for any instances of JUM_wallc.
  7. Oh yeah, whoops, keep forgetting it's only Jade Empire that uses DX.
  8. Not exactly. Character/animated models are a bit more complex. I'd advise not getting ahead of yourself. Get some experience under your belt with simple saber and blaster mods first.
  9. Could be a DirectX12 issue. While Microsoft has always espoused the notion that DirectX is fully backwards compatible, it's really not in practice. The game needs DirectX9, so try installing it from here - http://www.microsoft.com/en-us/download/details.aspx?id=35 It won't affect DX12, it will install alongside it. If you have Steam, there are probably DX redestributables already in one of your game folders.
  10. Assuming what is shown in the textures list text file is your hilt diffuse, probably excessive character length in the filename. Chop it down to something more reasonable, under 10 characters.
  11. I got a bit side-tracked by poking my nose into The Witcher 3's innards after CDPR released an unpacker/mesh converter yesterday, but I have managed to make a few tweaks to the Kel Dor, adding in some brow wrinkles/folds and UV mapped him. I also edited the underwear model to change the hands to something species-appropriate, as I figured I'd have to reskin that anyway with all the bare flesh. Not sure if I'll add the hands to all the other body models. Will see how it goes I guess.
  12. They don't, they use TPC natively. Although functionally, it's pretty much the same as any other RGBA format. I'm not even sure why Odyssey reads TGAs. It must be some holdover from Aurora.
  13. Looks like more blur in the 128 to me. I guess it depends on personal preference. For myself, I'd rather the 256, at least on that minor evidence.
  14. It's because the OBJs were exported with no MTL, material definition files. Open the OBJ in Notepad or other text editor. At the top of the file, add the line: mtllib Harbinger.mtlCreate a new text file called Harbinger.mtl (make sure file extensions aren't hidden). For the original texture, put in the following: newmtl Harbinger illum 2 Kd 0.800000 0.800000 0.800000 map_Kd V_Hammrhd01ORIGINAL.tgaFor the new textures, use this: newmtl Harbinger Ns 50.781250 illum 2 Ka 1.000000 1.000000 1.000000 Kd 0.800000 0.800000 0.800000 Ks 1.000000 1.000000 1.000000 map_Ka V_Hammrhd01Inc.png map_Kd V_Hammrhd01Color.png map_Ks V_Hammrhd01Spec.png bump V_Hammrhd01Bump.png
  15. Looks like LMG_HUD01 is the overlay, and I would guess LMG_Grad02 is used for the bars. Although that doesn't have the green arrows bit in the center.
  16. As I said on the previous page, yes, NPC replacements are on the cards. I was actually talking to a friend that does professional voice over work last night about possibilities for adding a Kel Dor-esque filter to existing VO files.
  17. The nightmare fuel part is the weighting/skinning of the Nautolan head tails. It's enough to make you rip your hair out. Or would be if I had any left.
  18. I have been avoiding the horror of skinning the nautolan heads, and haven't started on the textures yet as I was waiting for my new Wacom tablet to arrive. So in the meantime I decided to do a bit more modelling, this time something without any nightmare-fuel appendages. Behold: I started out modelling him after the SWTOR Kel Dor, but then I looked at some pics of Plo Koon and realised their version is a bit off, so I started moving more towards the movie/canon style. As a result I still need to tweak a few things, like moving the ear/sensory sac things in a bit closer to the head. Skinning for this should be a piece of piss, just head and an bit of neck really. I might be able to add in some brow movement as well, as I didn't really change the position of the eyes compared to the original (I used Uthar's head as the base). On the other hand, texturing will be a lot more difficult than the Nautolans, with the wrinkly external brain look Kel Dor have.
  19. You need an alpha channel to define transparency. Black is 100% transparent, white 100% opaque. Save the TGA out as 32bit.
  20. There are a few sound bugs that were introduced with the update. Hopefully they will be patched by Aspyr.
  21. It's Bioware's own format for Aurora/Odyssey. I assume it is their customised version of DDS. Exporting as TGA is fine. Icons are so small that format should be of no real consequence.
  22. Ah yeah, the blue vs green thing. You should be able to set up a batch job in PS fairly easily though to automate a colour correction and export.
  23. K1 should use all the same base icons, shouldn't it?
  24. Ah, that must be why I thought it was ok. Last time I played it was with TSLRCM, just now I checked on a vanilla install. I can see if_finesse01 and 02 in TSLRCM's Override folder contents. 01 is a saber, 02 is a sword.
  25. Huh, I just checked and they are indeed switched, at least in existing feats screen. I was sure it was correct during level up...