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Everything posted by DarthParametric
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MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
Very odd. That DLG looks to be untouched and completely fine (the breakout sequence DLG is actually semi-broken). And there's no equivalent DLG in the Override folder. I'll have to check the UTP and see if the reference was changed. -
MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
So to confirm, you get this when clicking on the elevator controls? Or is this walking through the hallway? -
MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
Doesn't appear that a copy of that DLG is in the Override. I need lev_m40aa.mod from your Modules folder. -
There aren't really any animation resources period. Random rotations outside individual animation ranges are fine, since you won't see that in-game. At least assuming that this is the kind of thing you're talking about - https://deadlystream.com/topic/5734-kotormax-bug-reporting-thread/#findComment-59689 Seedhartha isn't around these days. As long as you can export pos/rot keyframes in the final model,, you should be fine. That may require baking the animation.
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MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
Well using that many mods, I'm not surprised you have problems. That said, I can't see anything that would obviously conflict. What was your install order? Were there any errors for any mod? Attach lev_m40aa.mod from your Modules folder. Open a commandline window in your Override folder and run the following: dir /b /s > override.txt Alternatively, paste it into a text file, change the extension from .txt to .bat and then double click it, choosing to run it when asked. Either way, attach the resultant override.txt once done. -
You can try. Sounds like more trouble than it's worth. Especially since the vanilla Ithorians look like ass anyway. Player animations are stored in the supermodels. S_Female01 / S_Female02 / S_Female03 / S_Male01 / S_Male02. These are linked in a dependency chain, as follows: S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01 Female characters set S_Female03 as their supermodel, as this holds all the female-only animations. Things like walking, running, etc. Male characters set S_Female02 as their supermodel. Everything up the chain from that point is shared, with the male versions of the unique anims held in S_Male01/02. Females don't use those because they pull the S_Female03 versions first.
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A proper playable character needs to use the standard human rig unless you want problems. A KOTOR Ithorian is never going to work because their anatomy with giant gorilla arms is too divergent from the standard biped rig. That's why the their model is classified as a creature rather than an NPC. However, the body shape of the TOR Ithorian model is a much more of a standard biped, aside from the head, so that would be a more useful starting point:
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MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
The DLG is broken. That happens when you use incompatible mods that edit the same one. List all the mods you have installed. -
Help with translating KOTOR mods (.mod files issue)
DarthParametric replied to zertyuiop's topic in General Kotor/TSL Modding
You don't put content in MOD files ahead of time. That would defeat the entire point of TSLPatcher. You include a MOD that contains untouched copies of all the files from the target vanilla module RIMs (and for TSL, the DLG ERFs). Then you configure TSLPatcher to only copy the MOD to the modules folder at install time if a copy does not already exist. TSLPatcher will inject any required mod changes/additions into the MOD in the modules folder (new or pre-existing) when the user runs it. It's exactly the same for 2DAs. You include a vanilla copy of the 2DA and have TSLPatcher only copy it to the Override if one doesn't already exist. It will then patch it with your changes. I would suggest you read the PDF manual that comes with TSLPatcher, available here - https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/ -
I suspect it's highly unlikely you'll find a save collection that did Manaan last. Trying to merge your globals into a different world state is just going to break things. If you're completely unwilling to start over, I'd suggest you'd be better off finding either a LS or DS run (to match whatever you did), skipping over Manaan altogether and pick it up from the point of no return after all the maps are done. Don't try to merge in anything, just edit the main character with KSE to change it to whatever yours was.
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The short answer is: you can't. Saves consist of more than just that. Every module you visit has its own separate archive that tracks the changes in the module state like opened doors, looted containers, dead enemies, etc. Without that, the game would think you're entering every module for the very first time. You have two options. Suck it up and start a fresh playthrough, or look at one of the available save collections to use as a jumping off point and modify with KSE as needed.
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KoToR 1 Ending Cutscene Outfit Question
DarthParametric replied to Merrkal's topic in Knights of the Old Republic General
The Lightside ending has a script that equips a standard robe on the player: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/STUNT_57_Stunt_Lehon_Temple_(Light_Side_Ending)/k_donrobe.nss -
a few questions about armor modification
DarthParametric replied to NiNoStyle's topic in General Kotor/TSL Modding
Yeah there are no cloth dynamics. They do have what they call danglymeshes, which fake movement by vertex displacement, but it's purely a rendering trick. They use if for minor elements like hair. If you want moving clothing though then you'll need to skin it. Depending on the specifics, you may need to use JC's TSL supermodels mod as a dependency so you could use its larger array of bones and supporting animations. Yes. At least tetxure-based alpha transparency. You can use mesh transparency, but that obviously affects the entire mesh, so it's not useful for cutouts like hair planes and the like. In TSL there's an added script function that lets you switch a creature's appearance, which would make this sort of thing more practical, but still extremely clunky. In K1 there's only the scripted disguise route, which is really not advisable because of potential issues disguises can cause. -
a few questions about armor modification
DarthParametric replied to NiNoStyle's topic in General Kotor/TSL Modding
There are no reflections. There's not even any specular. Just cubemaps, which the game refers to as environment maps or envmaps for short. You create a mask in the alpha channel of the diffuse map which defines what parts of the texture the envmap will affect. Then you specify the use of the envmap in the texture's TXI, which holds various render instructions. The TXI data is included in the texture itself when using Bioware's own texture container variant of DDS, known as TPC for the PC version (TXB for the Xbox), but is a loose text file (with TXI extention, hence the name) when using TGAs. Check out the Sith trooper textures. They are the most extreme example. They original planned on a belt model slot, but that was removed. The only options you have are a body model plus separate head model, or a single full body model. Notionally you can dynamically change appearances using disguises via scripting, but it's not particularly practical, especially for something as minor as what you're suggesting. I'm assuming you want sheathed weapons to hang from the belt? In its UTI, armour is assigned a class, which determines its protection level and what appearance column in appearance.2da it uses. It is also assigned a texture variation number, which determines what texture it will used based on the root texture name assigned in the 2DA. For example, take armour class C. A male player would have three separate appearance rows for the three starting classes, which each get their own model assignment with varying heights. In this case, PMBCS, PMBCM, and PMBCL (small, medium, large, or Smuggler, Scout, Soldier). Each model is then assigned a texture root name, which is typically the same for all three rows, PMBC in this case. For a given UTI using that slot, let's say it specifies texture variation 3. That means the game would assign PMBC03 as the texture. The texture variant value is a single byte, so 256 is the maximum value possible. The vanilla game typically only goes into the high single digits at most. There are no physics. The game doesn't even have collision meshes in the models. It uses extremely basic dynamic cylinder collision which is defined in appearance.2da by the perspace / creperspace columns, which from memory is a radius value from the root of the character. There is no ragdolling or anything like that. Everything uses canned animations. -
Yeah your unwrap is just frankly terrible. Distorted and overlapping faces which is stretching a big portion of the grip section. And you also have this chunk of entirely broken UVs for the lights/buttons: As an aside, I'm not sure why you'd you have that ridiculous amount of subdivisions on such tiny mesh chunks given the main body is only a 10 sided cylinder. Frankly, that is exactly what you should do. But I have remapped the UVs and replaced the button meshes in an effort to try and preserve your existing work (well most of it), and generated a new procedural texture for it. I'd suggest that you watch some tutorial videos on how to properly unwrap cylinders for future reference. w_lghtsbr_050.7z
- 229 replies
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- tslrcm 1.8.6
- tsl
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It's hard to really see anything in the pic. You'll need to post the model. I'm guessing it's probably the UV seam where you split the cylinder vertically to unwrap it. If that's the case, it's likely more of a texture issue than a model issue. What did you texture it in?
- 229 replies
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- tslrcm 1.8.6
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Movement Animation Fix for both KOTOR and TSL
DarthParametric commented on ZimmMaster's file in Mods
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Yes. The logo is superimposed over the loading screen, so simply deleting the logo texture in the Override will revert it to the vanilla one. No. There are some mods that provide alternative logos, but I'm assuming you're not using any of those since you're complaining about it.
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Adding Dlss to Kotor 1 and Kotor 2
DarthParametric replied to Aragon's topic in General Kotor/TSL Modding
You don't. Odyssey was created before motion vectors were a thing. It also uses OpenGL. -
Just delete the logo texture from the Override folder. Should be all you need to do - kotor2logo.tga
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You stole my thin header theme!
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The forum software has been updated, and it defaulted to the generic theme. You can change to one of two Deadlystream themes by scrolling to the bottom of any page and clicking on the Theme drop-down button on the bottom left.