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Everything posted by DarthParametric
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TSL has the companions always try to stay within 10-15m (off the top of my head) of the controlled character. If they are too far away, they get jumped back. I have tried to implement this in K1 a couple of times, but it's not practical to do it the way TSL does it, as they added additional functionality for it. That's why I created this when I was doing K1CP beta testing.
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This appears to be backwards. N_CommMD/FD01 is 512x512 while N_CommM/F07 is 256x256. The dirty commoner appearance rows use the MD/FD for their texa/texb columns while Gendar's unique appearance row uses just M for his texa/texb columns. K1CP ports the TSL versions of N_CommM/F07 which are 512x512. Edit: I realised that K1CP erroneously replaced N_CommF07/M07 with TSL's F11/M11, which is the dirty version of their repainted F01/M01. That has been revised to renamed copies of FD01/MD01 for v1.10.
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[Request] Embo Style Samurai/Ronin Hat for K1
DarthParametric replied to Icesharpe's topic in Mod Requests
They are talking about a Jingasa, i.e.: The Embo referred to is some Clone Wars character: TOR has that style of thing, albeit including a full helmet underneath, which could be used as a basis if needs be. Not that a simple dome shape would be hard to model from scratch: But helmets and hats don't work particularly well in KOTOR due to the way heads and hair work. Although if you only want it for use with one specific player head then it's doable. -
In the meantime, me, working on K1CP v1.9:
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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.
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HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Not without renaming the eye mesh to match the vanilla name (Mesh01). -
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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.
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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.
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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.
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[KotOR] Scripting: CREATURE_TYPE_IS_ALIVE
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
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);- 1 reply
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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 );
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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.
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MOD:All Hands on Deck for the Leviathan Prison Break
DarthParametric replied to DarthParametric's topic in Mod Releases
God no. -
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:
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No it does not. You're in luck. It only recently became publicly available. https://github.com/Fair-Strides/TSLPatcher
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All Hands on Deck for the Leviathan Prison Break
DarthParametric commented on DarthParametric's file in Mods
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MOD:K1 Main Menu Widescreen Fix - Revan Edition
DarthParametric replied to DarthParametric's topic in Mod Releases
Refer to this post. -
MOD:Dark Side Ending Cutscene Enhancement
DarthParametric replied to DarthParametric's topic in Mod Releases
As does the vanilla file. The model only contains references, no meshes or animations, so there's no data to put in the MDX. -
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).
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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.
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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.
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HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
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. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
As I said above: