DarthParametric

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Everything posted by DarthParametric

  1. Interestingly I am not seeing anything like the second picture. The "chunks" sparks FX are working, but the base explosion is not a reddish colour like in the pic. It seems to be more or less the same overpowering white as the vanilla explosion. Edit: Seems like the frag grenade FX model - v_grnfrag_fnf - doesn't actually use the fx_Explode_01 texture. The droid explosion FX models do though, so maybe it was one of those?
  2. Per the Endar Spire include: void PlayExplosion(string sWP = "end_explode01", int bWithShake = TRUE, int bWithRumble = TRUE) { location lExplode = GetLocation(GetNearestObjectByTag(sWP)); effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_FRAGMENTATION); effect eShake = EffectVisualEffect(VFX_IMP_SCREEN_SHAKE); ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eExplode,lExplode); if(bWithShake) { ApplyEffectToObject(DURATION_TYPE_INSTANT,eShake,GetFirstPC()); } if(bWithRumble) { PlayRumblePattern(14); } } VFX_FNF_GRENADE_FRAGMENTATION being the item of interest.
  3. @Dark Hope: This might be of use to you to add to the description Edit: Removed embed since DH added it to the description.
  4. // 285: Determine whether oCreature has nFeat, and nFeat is useable. // - nFeat: FEAT_* // - oCreature int GetHasFeat(int nFeat, object oCreature=OBJECT_SELF);
  5. You'd have to evaluate that yourself on a case-by-case basis. But it's certainly possible, especially with older games.
  6. I would suggest setting scaling to 100% to at least test its impact, certainly.
  7. It should be noted that the adjusted main menu UI won't exactly match the vanilla menu background. I'd suggest the addition of this: And this:
  8. Note that the rules only allow porting from K1, TSL, and TOR. Unless something has changed recently, any other porting is still no bueno. Otherwise we'd be porting over stuff from Battlefront and the like.
  9. They compile fine directly on my end, as long as you use the version of the first script you posted originally. You left out the leading Location the second time you posted it - i.e. it should be location lLoc = Location(GetPosition(oOwner) + AngleToVector(GetFacing(oOwner)) * 2.0, GetFacing(oOwner)-180.0); not location lLoc = (GetPosition(oOwner) + AngleToVector(GetFacing(oOwner)) * 2.0, GetFacing(oOwner)-180.0);
  10. The include function itself is fine, although you don't need the main. Post the other script. Edit: I thought the first script was an include. My mistake.
  11. You are firing the SetLightsaberPowered before they equip the sabers.
  12. Could be if you are using Win 11, who knows. Or it could be GPU driver related.
  13. Replace your original (or patched) exe and ini with the attached. You still need the GUIs in the Override from this mod. The attached is just a pre-patched exe.
  14. Try the following: K1_Patched_2560x1440.zip
  15. Nobody suggested anything to that effect. But since you are quoting a nigh-on three year old post, I think it's safe to say the point is moot.
  16. Start from scratch with an unmolested copy of the exe. Use UniWS to patch the 800x600 slot. Then patch with ndix UR's patcher. The ini should be fine if you've already edited it.
  17. Working on a little something:

    Comp_Panel_WIP_03.jpg.1bfe6e6b3d60d44e514d6805aa047c94.jpg

    While doing so, the thought arises: what are those "wings" meant to be exactly? Giant Wi-Fi antenna?

    1. ConansHair

      ConansHair

      Interesting...Is this a model fix for the placeable, or just a retexture?? Or is the intent to have the placeable and the GUI match up??

    2. DarthParametric

      DarthParametric

      The first and the last. An all new placeable model (with an all new texture) that will also be used for a matching GUI. As well as adding various glowy bits, I still need to model the datapad and add in some space-USB ports for it to plug into.

    3. LDR

      LDR

      I always figured the panels were solar powered.

    4. Show next comments  84 more
  18. I assume so. It's used in a few scripts, both vanilla (80 vanilla calls according to reone's documentation) and by K1CP. Interestingly, only 2 vanilla calls in TSL.
  19. It's closing in on a year since the last K1CP release, so I figured it's time for a status update. There won't be a new release this year, but we'll see how June/July 2023 shapes up for v1.10.0. For now, here are the current changes added since v1.9.2 (base 1.9.0 release was Dec 2021, last hotfix was in March):
  20. I remember modelling a bunch of those sabers for TriggerGod back in the LF days. I still have all the models, if you are interested. TG created textures which obviously can't be redestributed, but you could create your own new ones. Most of the models are probably not worth bothering with (they are pushing a decade and a half old at this point), but if there's anything in there that strikes your fancy then let me know and I will dig out the source model. There might be more as well, not sure. I haven't looked at that folder in a while. TriggerGod_Sabers_Images.zip Eh, 5K is fine. Certain details just really need to be done with geometry. My Obi-Wan ANH hilt is 4.6K tris, for example.
  21. The birds use flipbook textures as a mask, but their animation is controlled via VFX emitters. There are a few variations - LKA_bird02, LMA_birdsheet, LQA_birdsheet, LUN_Birds - but they all seem to adhere to the same 4 x 4 setup. For Dantooine, its modules use LUN_Birds (also shared by Lehon/Unknown World, as the prefix would suggest).
  22. I'd probably start by using the actual Leviathan hangar. K1CP already added a revised Hawk model to it that adds in all the missing geometry (also a bay forcefield, which you could hide if that's not your thing), so right off the bat that would make for a more suitable backdrop with some revised camera angles. Edit: Assuming they are using a custom module, to do the above I would change the LYT to beginlayout roomcount 3 M40ac_32a 105.0 135.0 0.0 M40ac_37a 115.0 176.0 0.0 M40ac_42a 190.0 80.0 0.0 trackcount 0 obstaclecount 0 doorhookcount 0 donelayout And the VIS to m40ac_32a 2 m40ac_42a m40ac_37a m40ac_37a 2 m40ac_42a m40ac_32a m40ac_42a 2 m40ac_32a m40ac_37a That should allow you to also make use of the observation room above the hangar bay, should you need to. I believe K1CP also edited that room to add in glass meshes to the observation windows.
  23. But note that different versions will have platform-specific strrefs, like for tutorials and so forth.
  24. I can't help you with the specifics in Blender, but the general idea is that you keep the skinned meshes (head, tongue), the danglymeshes (hair flappy bits), and the rendered trimeshes (eyeballs/eyelids, upper/lower teeth). You transplant those onto the rig of a head from the target game. 3DS Max makes this trivial due to its ability to store skin weights and reapply them, but I don't know if Blender has equivalent functionality. Edit: I haven't tested it, but try this. Swapped to K1's PMA04 rig. PMHA06_For_K1.7z
  25. DarthParametric

    DP's 3D Printed Stuff

    A collection of various pics of Star Wars props and other items being 3D printed