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Everything posted by DarthParametric
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Re-skinning an article of clothing
DarthParametric replied to Danieladius's topic in General Kotor/TSL Modding
It would require a texture edit. KTool can extract the texture, but it is not a texture editor. You'd need something like Photoshop, GIMP, Paint.NET, etc. -
[K1] Merchant Prices & Persuade skill Scripting?
DarthParametric replied to Masamune753's topic in General Kotor/TSL Modding
You could do it all in one script. It would just be a series of if statements. But you'd have to edit the individual scripts for every merchant in the game. They aren't defined universally. -
Porting some lightsaber animations from Kotor2 into Kotor1?
DarthParametric replied to JaneAus10's topic in Mod Requests
You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s. Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly. Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues. There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment. -
Porting some lightsaber animations from Kotor2 into Kotor1?
DarthParametric replied to JaneAus10's topic in Mod Requests
You can't do that in K1 anyway. It's possible, yes. How practical it is depends entirely on how conversant you are with the game's models and animations, and importing/exporting them. I'm guessing "not at all"? Probably not the best place to start then. It will require editing one of the supermodels and replacing the existing anim with the TSL version. Before that you'll probably want to transfer it to the K1 rig to make sure it doesn't need any editing. -
Might as well throw mine up as well. But I'm not going to bother with their life stories since I'm an altoholic so there are too bloody many. Click for embiggening.
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It's simple. You renamed the OdysseyBase to Dia_Nu but didn't change the other instances of the original base name. They are all still linked to PFHA02, which no longer exists. So MDLEdit throws an error.
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
Here you go. k_fab_enter.nss a_xtracrystals.nss -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
From k_ai_master: case 1008: //KOTOR_DEFAULT_EVENT_ON_DISTURBED { //NOT USED } break; -
Sure, go ahead. Usual deal, credit blah blah blah.
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I'd guess it's the fact that that particular mesh (or meshes) has the dirt flag enabled. You'd need to edit the model/s to change it, but you need to flip some of the UVs anyway judging by your first pic.
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
void main() { object oPC = GetFirstPC(); object oComp = GetItemPossessedBy(oPC, "bao_cmpnts"); DestroyObject(oComp); object oMesh = GetItemPossessedBy(oPC, "bao_mesh"); DestroyObject(oMesh); AddJournalQuestEntry("bao_armor", 50, FALSE); } -
Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
Win 10 with a GTX 1080 Ti. But the thread OP also had a 1080, and I believe we were both running on the same Geforce driver revision at the time, so I have no idea what the root cause is. -
Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
I don't have the issue at all. I only ever saw it one time on a single texture on an XP machine. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Yeah nothing special is required. This is just a simple file overwrite, since you can't patch a TLK to replace existing lines with TSLPatcher. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
No, there are other issues. For example, problems with compiling condensed models were never resolved. The engine simply can't handle multiple on-screen animated entities, which is why Bioware went with the sprites. That's a non-resolvable issue, at least while still using Odyssey. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
You'd reckon wrong. -
STUNT_57.
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Just warp directly to STUNT_55a if all you need is to see the end sequence.
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Whether or not you side with Bastila on the temple roof. Check the scripts in that convo.
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The game doesn't have any dedicated facial animations aside from the mouth flapping for VO phonemes. Anything else is part of a larger animation for talking or listening. You can try creating a DLG and specifying various conversation anims like TALK_NORMAL and so forth. Otherwise, in TSL you can script any anim in the game (in K1 you can only script a limited selection listed in nwscript.nss).
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
