DarthParametric

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Everything posted by DarthParametric

  1. Well technically it is something you (or @Marius Fett) could fix. The model just needs adjusted die/dead/getupdead and/or die1/dead1/getupdead1 anims. It actually shouldn't be too arduous if it is just some arm/hand adjustment, since you can just fix the static dead anims first and then reuse those keys as the end/start frames for the die/getupdead anims.
  2. Seems like someone forgot to null out some SendMessageToPC debug messages before pushing the release version.
  3. Not without renaming the eye mesh to match the vanilla name (Mesh01).
  4. Yeah that's the one. I guess it works fine on that side since the doors don't close until you re-enter the module, so you shouldn't end up locked out.
  5. You could use GetNearestObjectToLocation: // 228: Get the nNth object nearest to lLocation that is of the specified type. // - nObjectType: OBJECT_TYPE_* // - lLocation // - nNth // * Return value on error: OBJECT_INVALID object GetNearestObjectToLocation(int nObjectType, location lLocation, int nNth=1); Another option might be ObjectToString: // 272: Convert oObject into a hexadecimal string. string ObjectToString(object oObject); I think that should be a unique value, but I only ever tried it once and not for use with multiple instances of a single template. Even if it is unique, I suspect it would not be universal across installs, or perhaps even individual sessions on the same machine.
  6. No, you can't return the nearest object as OBJECT_SELF. Presumably that's why the nth index starts at 1 and not 0.
  7. Something you may want to consider for a future update, since it doesn't appear you have already addressed it. The selection icon to open the door before the hangar (accessing the transition trigger in the vanilla module) floats out in the middle of the corridor due to the walkmesh restricting access to it if you move it across the panel cluster on the wall. You could add one of the perpendicular panels that the other doors have to alleviate this. An idea I rejected for K1CP for being out of scope, but perfectly suited to this mod.
  8. Make sure that w_dblsbr_001.mdl.ascii is in the same folder as the batch file. It uses those to generate the other files. Then compile them as JC said above.
  9. GetIsDead is what you'd typically use. // 140: * Returns TRUE if oCreature is a dead NPC, dead PC or a dying PC. int GetIsDead(object oCreature);
  10. You're probably looking for the YavinHackCloseDoor function's comment, which is in nwscript.nss: // 771. YavinHackCloseDoor // This is an incredibly hacky function to allow the doors to be properly // closed on Yavin without running into the problems we've had. It is too // late in development to fix it correctly, so thus we do this. Life is // hard. You'll get over it void YavinHackCloseDoor( object oidDoor );
  11. That's known as a "sub-mod" in the parlance of other mod communities. It's fine as long as the bone count isn't 18 or above. The MDL format supports up to 17 bones per mesh (Vandar being one of two vanilla K1 models that max out the limit). Early versions of MDLEdit erroneously declared the limit at 16, but I believe this was changed in later versions.
  12. I haven't tested it in-game, but looking at the preview screenshot I think you should be able to plug the neck gap at least. Edit: Yeah looking at the models and the texture, I think I see what the issue is there. You're relying on Blending Additive and setting the mesh alpha to 1.0 in the supermodel. Edit 2: Edited version using the same technique as in my mod:
  13. No it does not. You're in luck. It only recently became publicly available. https://github.com/Fair-Strides/TSLPatcher
  14. The mod is not compatible with K1R, as is clearly stated.
    At last, the classic we've all been waiting for arrives on DS. Now TSL is actually worth playing. My only regret is that I am only able to rate it 5 stars.
  15. As does the vanilla file. The model only contains references, no meshes or animations, so there's no data to put in the MDX.
  16. Took a whole bunch of iterative fiddling with replacement UVs and edited/added meshes, but here's the end result of my first lightmapping test with KBlender:

    https://darthparametric.github.io/KOTOR_Lightmap_Rebakes/stunt_55a.html

    Thanks to @seedhartha for adding that feature to KBlender. Works pretty well once you have everything dialled in.

    This version is for K1CP. Now I just need to make some slight revisions to the version for my Dark Side Ending Cutscene Enhancement mod (mainly just baking shadows for the different stunt crowd).

    1. Malkior

      Malkior

      Do you happen to have a guide on what needs to be dialed where in Blender? I tried baking new lighting into the Citadel Station module, but it never quite worked (Constant infinite loop when I tried to bake). I would love to see what that module could look like in game.

    2. DarthParametric

      DarthParametric

      I might put together a few screenshots of the steps when I set up the next one.

      Interiors are also going to require a lot more work, since you'll need to manually place probably dozens of new lights. Outdoor levels are easy by comparison.

    3. Show next comments  75 more
  17. Looks far too Sith soldier pure chrome to me. And the thing about envmaps is that they vary in effect in every module due to the different lighting.
  18. I would strongly advise you against uploading it to the Workshop, if that is what you are asking.
  19. No, of course not. You use TSLPatcher, same as any other mod. But that has nothing to do with the Workshop. Their setup means that in the case of duplicate files it only uses the most recently installed version.
  20. Something I have encountered with this is that it also affects walkmeshes, nuking whatever their original individual surface type assignments were. If they are not able to be excluded from this process, it might be worth adding a warning about it.
  21. There's nothing you can do to alleviate Workshop compatibility problems. Aspyr's implementation makes it fundamentally incompatible. All you can do is advise people not to use it. If they insist on using it regardless, that's their problem.