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Everything posted by DarthParametric
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- 260 comments
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- patch
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Y'all ever mess up your override so bad you just...?
DarthParametric replied to zendiagram's topic in General Discussion
That's one sexy-looking zombie. -
Did you read the manual? Like its filename says, you really should. The other thing you can do is find similar mods to what you want to do and have a look at their ini setup. There are only a handful of operation types that cover the vast majority of mods (adding files to the Override/injecting files into MODs, editing/extending 2DAs, editing the content of GFFs, adding new lines to dialog.tlk), so it's not too difficult once you understand the patterns and get a handle on what TSLPatcher is doing under the hood.
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- 5 comments
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- custom music mod
- kotor custom music
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I created a batch script that can automate the registry key setting process - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor
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Yeah I guess that's my issue with this type of thing. I see a lot of utility for it in creating entirely new stuff that apes a particular style, but I don't like it for trying to recreate existing artwork given its propensity to imagine all sorts of abstract nonsense that is not in the original.
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Can you feed it multiple inputs? Like can you tell it to use the vanilla texture to source the colouration, shadows, etc. and use a simplified greyscale image as the guide for shapes? Probably not exactly like this, but here's an AO map as a possible example: LEH_grwall01_AO.7z As to the alpha mask, I guess if your generated texture is radically different from the vanilla texture you'd have to manually create a new mask for it.
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I really like some of the subtle colour variation in your generated LEH_grwall01, but what I don't like is the amount of deviation in the details from the vanilla texture. Is it possible to feed the AI an higher resolution input and have it generate some details over the top? For the Ebon Hawk stuff, I had a project a while back where I was manually creating new recreations of the vanilla textures, but my results were a little bland. I'm wondering if there could be a halfway house that uses AI to tart my images up a bit. Attached is one of my recreations as an example: LEH_grwall01.7z The other question is how does the AI fare when creating alpha masks for environment maps?
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restoration mod Restoration Mod on Mobile(Android)
DarthParametric replied to ElvisTek's topic in KotOR1 Restoration (K1R)
You use the official stable release uploaded here to DS. The Github repo is the development branch. It is not intended for regular users (hence why there is no release posted there). -
It works fine.
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Global DLGs are in templates.bif, module DLGs are in the RIM for their associated module. You can extract them with KOTOR Tool or Holocron Toolset.
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They use the module name same as the room models. For example, in K1 "M01AA" is the Endar Spire Command Module, so you have m01aa.lyt, m01aa.vis, m01aa_01a.mdl/mdx/wok, m01aa_02a.mdl/mdx/wok, etc. TSL follows the same format with a slightly different naming convention, e.g. 001EBO, 301NAR, etc. LYTs are in layouts.bif, VIS (visibility, determines which rooms are visible from each other) are in lightmaps.bif, and models and walkmeshes (WOK for area models) are in models.bif. This is the same in both games. The fork of KBlender by seedhartha can load binary models directly, so there's no need to go to/from ASCII as is the case with KMax. It also has a pretty handy batch lightmapping function. As to a full list of module names, there's probably one around somewhere. My own local copy:
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You can do the same in KMax and KBlender by loading a LYT (layout file) which will load and arranged all the individual room models.
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KTool isn't doing anything special. All you are seeing is the included source for the global scripts that are part of the game files. HT can show you that as well if you open scripts.bif with it (i.e. under "Scripts" in the main window once you choose the game version). None of the module scripts include source. They are only available as binary NCS. You can check the Community Patch repo here - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source - although note that it is still a work in progress. @JCarter426 managed to automate the conversion process and process all the scripts for both games (TSLRCM scripts are still to-do). For K1, the results were (ignoring global scripts) 98 failed to decompile, 686 reported a bytecode mismatch on recompile, 48 reported could not recompile, and 577 required a hotfix to bypass the GetStringByStrRef issue. For vanilla TSL (again only looking at module scripts), 53 failed to decompile, 251 reported a bytecode mismatch on recompile, and 11 reported could not recompile. At the time of writing there are still 71 non-decompilable K1 scripts that are awaiting manual reconstruction. I haven't looked at the could not recompile ones yet, but off the top of my head I recall a number of scripts where DeNCS mangled switch statements, so I suspect the majority will be instances of that. I haven't examined bytecode mismatches either, so I don't have any ideas as yet to potential causes there. As to when pulling in the NSS will be integrated into HT, I'd suggest you keep an eye on its Discord channel - https://discord.com/invite/3ME278a9tQ
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swkotor k1 community patch problem
DarthParametric replied to LordRevan619's topic in General Kotor/TSL Modding
It's more likely the issue is the destination directory (temp directories are intended to be written to by anything). The moral of the story is stop installing stuff in Program Files. Windows does restrict access to that. -
I'd suggest HT is probably the issue. It's not ready for primetime just yet. Check all your files in KTool, KGFF, etc.
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I assume your 2DA entries are correct? Although typically the game will just straight up crash if it tries to load a model that doesn't exist/is bad.
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Make sure you are using the most recent version of MDLEdit, not the one from the downloads section - https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932 That bone count warning is outdated. The actual limit is 17/18. All the vanilla models are fine.
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Yes, it is only configured to append new lines to dialog.tlk. To properly cater to non-English languages would require separate language-specific versions (since patching existing TLK lines is currently not practical). We are open to volunteers if anyone wants to do the work required to create such a thing. It would mean translating English strings to the target language, splicing the target language versions of various voice over audio files, and translating the readme (at the very least the info.rtf for TSLPatcher).
- 260 comments
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- patch
- compilation
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(and 4 more)
Tagged with:
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- 260 comments
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- patch
- compilation
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(and 4 more)
Tagged with:
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There is no 920MAL vanilla or TSLRCM module. Do you mean 902MAL (Malachor V Depths)? Although I don't see that script in there. An added module from M4-78 perhaps?
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Image data is specified in reference to an origin point (i.e. one corner). Some programs use different origins (e.g. top left vs bottom right). Using a different origin than what Odyssey requires will result in your image being flipped, since it will display the pixels according to its own hardcoded origin, not the image's. You can try using TGA2TPC which has an automatic flip detector built in and see if that works. Edit: Doing some quick Googling, it seems that Krita exports TGAs with a top left origin, whereas Odyssey expects a bottom left origin. You can try flipping your image vertically before exporting the TGA from Krita if you don't want to try converting to TPC as I suggested above.
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Unless something has changed, that would be NCSDecomp which is from Xoreos Tools. It's not something you should be using since it is only partially functional. Use DeNCS instead, which requires Java. Although for most people that shouldn't be required too much longer, as the Community Patch team is working on decompiling all of the vanilla scripts from both games (well all the ones that can be decompiled anyway). HT should automatically load these for you in a future version. NWNNSSComp is the KOTOR-specific port of the community Neverwinter Nights script compiler that has been in use since KOTOR modding began. You can run it via a commandline (or batch scripts), but HT is set up to use it silently to compile scripts created in its script editor, so there should be no need to run it manually.
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Whatever body model that is doesn't have the correct UVs for your adjusted texture. Edit: What program are you using to export the TGAs? You could have the flipped origin issue.