DarthParametric

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Everything posted by DarthParametric

  1. You should fire that lousy beta tester of yours for being so slow.
  2. Initial port of the TSL version: Guess I'll have to do some TSL portraits as well, bleh. Edit: So I have fixed an issue in TSL with the prologue where the unconscious player had mangled eyelids with the eyeballs clipping through. Added an interposed supermodel with a tweaked dead3 animation to resolve it. Unfortunately there's a similar thing at the start of K1, but that's a tougher nut to crack because that scene uses stunt animations. While I could add some custom anims for that scene, there's no way I can restrict it to only the Pureblood appearance due to a lack of appropriately granular scripting functions. The best I could do would be to restrict it to non-vanilla female appearance rows, but that would mean it would affect any custom female player heads in that scene. Plus it would require editing that opening DLG, which is far too intrusive for my liking, so I'll probably have to leave it as-is. Edit 2: Now available. Figured I should get this out by Cyberpunk Eve lest it get pushed back to 2021. K1 - https://deadlystream.com/files/file/1796-tor-ports-pureblood-sith-female-player-head-for-k1/ TSL - https://deadlystream.com/files/file/1795-tor-ports-pureblood-sith-female-player-head-for-tsl/
  3. Well I can't offer any input on the whole "correct/incorrect" debate. I'm just a pleb who is completely ignorant of programming. I was just observing that it's not particularly surprising that a fan made tool derived from reverse-engineering Bioware's compiler for a different game that has undergone multiple revisions by different people has a few quirks.
  4. Anything is possible, although I question the sanity of anyone actually wanting it. You'd pretty much just take a regular saber, add some subdivisions to the blade planes, add a solid rod down the middle with matching subdivisions, then just shuffle some rows of verts side to side to get the zig zag effect. If you wanted to keep it as a saber you'd also need to change the default scale of the central rod and add keyframes for it to the on/off anims. Texture-wise you could try a more star shaped blade plane texture to try and get a more wavy edge like the picture, but I don't know how that would turn out.
  5. The cracked exe is already available on DS - https://deadlystream.com/files/file/1320-kotor-editable-executable/
  6. The same as illustrated above. Load the model in a 3D program. Max/GMax is the go-to for KOTOR using the KOTORMax import/export script. GMax is an ancient free version of Max that is crippleware but mostly gets the job done. It doesn't have the ability to directly export UV layouts to an image like Max, but there are ways around that.
    1. Sith Holocron

      Sith Holocron

      After reading an article today, I am wondering how many folks will be looking up "Green Cross Code Man" on YouTube to hear his voice.

    2. DarthParametric
  7. The UV template is attached. This is how the sleeves are mapped: Gloves should be obvious in the top left corner. Nihilus_UV_Template.zip
  8. If you'll forgive the necro, I spotted news of a new TIE Fighter total conversion for XWA in the works. Sounds like the beta is aiming for release some time early next year, so you might want to keep an eye out for it. Check out this guy's Youtube channel - https://www.youtube.com/user/ange1uk/videos
  9. For those that are hypersensitive to spoilers and looking forward to Cyberpunk, you might want to batten down the hatches. Apparently console versions have escaped into the wild and people are now streaming the game.

    1. DarthParametric

      DarthParametric

      Cyberpunk''s achievement list is now doing the rounds, which apparently includes some fairly significant plot spoilers.

  10. Against my better judgement, working on another head port:
  11. The problem you've got is overlapping transparencies. The engine is not able to get your GPU to render them correctly. This is likely a legacy problem stretching back to the game's launch, where it was known to have problems with then ATI GPUs. It also stretches to various other rendering issues across all GPUs for various things, but those are less noticeable for most people. Aside from installing the DX redistributable if you haven't already, I'm not sure there's much more you can do on your end. The only practical permanent/universal solution would be for @Kexikus to replace that background alpha'd plane with actual cutouts of the buildings so that there is no alpha masking is required.
  12. It has an issue with integrated Intel GPUs (laptop or otherwise), but this is a slightly different case. Aside from being AMD, it actually uses a weird setup. Rather than use one half-decent GPU, they actually use two crappy GPUs in CrossFire (AMD's equivalent of SLI). It doesn't even used a matched pair, it uses two different ones, one better than the other. I assume because at the time they didn't have a half-decent mid-range mobile GPU available, so they had to cobble together what they could from available low end parts. I assume that CrossFire is probably disabled for KOTOR, since it would require a driver profile for it to work and that is unlikely to exist. The question is which GPU it is running on. You should check the driver control panel and maybe the BIOS to see if you can manually disable the individual GPUs. If that is possible, try running it on both separately to see if you get the same issue after switching.
  13. That's pretty nondescript. I'm guessing a laptop? Model number?
  14. Post your OS and system specs.
  15. Just make sure that if it is just planes that (after UV mapping) you duplicate it and flip the normals, since Odyssey does not render backfaces.
  16. K1CP edits several AREs, but none that overlap with your changes (currently). Still, module injection would be the proper way to do this.
  17. Nobody was telling you to install it. You were instructed to take its version of TSLPatcher.exe, that's all.
  18. https://deadlystream.com/files/file/1258-kotor-1-community-patch
  19. TSLPatcher works fine for all versions of the game. It will prompt you to browse for the game's folder if it can't find it, but most modern mods don't even set automatic game folder lookup anyway. What you can't do is use the Workshop for the Steam version of TSL. As long as you don't do that, you'll be fine. TSLRCM doesn't use TSLPatcher at all anyway, so that's moot. Neither does M4-78 as I recall.
  20. You always need permission to reuse/distribute any author's work, unless they have explicitly stated in the readme/description that they allow reuse/redistribution without permission. So if you want to redistribute one author's model and another author's texture then you need permission, again, unless one or both has stated otherwise. The problem you are going to have in this case is the likely impossibility of contacting ToastyFresh. You'll have to talk to the DS admins regarding their position on that. Recompiling models to suit a particular game isn't difficult for weapons. You'll want the latest beta version of MDLEdit. Since you'll presumably have a bunch of models to work on, start by batch decompiling them. In MDLEdit, go to File -> Batch -> Convert to ASCII. In the window that pops up, select all the MDLs and hit the Open button. Wait for it to finish. Now you can delete all the original MDLs and MDXs. Make sure you toggle the game setting to KOTOR2 (button on the top left) before compiling. You can batch compile all the models at once via File -> Batch -> Convert to Binary, but be aware that you'll need to manually edit all the filenames, since they'll all be called something like "w_vbrdblswd_001-mdledit-mdledit.mdl" etc. Your other option is to manually compile them one at a time, which will allow you to edit the filename before saving (File -> Load to load the ASCII, then File -> Save -> Binary). If you have a lot of files to deal with, you may want to look into some sort of batch renaming tool to get rid of the cruft in the filenames.
  21. The more practical route would be for someone to develop a batch model converter. It would have to be black box and newb friendly.
  22. Ah, that one. Yeah you're out of luck for a texture for that one, but here's the UV template:
  23. If this is an existing untextured TSL head then it is just leftovers from K1 and you don't need to re-unwrap it. You can easily dump a UV layout image from Max or other 3D apps, but since it presumably already has a texture in K1 you just need to identify which it is. What's the model?