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Everything posted by DarthParametric
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Yeah I would just start with a copy of the original star map, delete everything except the base and the meshes you are going to replace. Add your new meshes and give them the same pivot position/orientation as the originals. Export that as an ASCII when done. You don't even necessarily need to delete the originals - you could just disable their render flag. They might be useful as shadowcasters. That would also make your life easier for the merge, since if you make your new meshes each children of the originals, then all you need to do is paste the data for your new meshes at the end of the geometry list , since their data block lists their parent object (although you would need to edit the render flag settings of the originals). Order in an ASCII is more or less irrelevant, outside of listing parent objects before children. I'm not sure if that is strictly required, but MDLEdit is kind of finicky so better to be safe than sorry.
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I don't use Blender, so I couldn't tell you how to handle that side of things. Here's what the top of the hierarchy looks like in Max: So you'd have to deal with the legs being below parts you'd (presumably) retain from the vanilla ASCII. It's actually not too difficult if you use Notepad++ and the Aurora MDL language definition for it. That will let you collapse each mesh/object so you can easily select and excise bits you don't need:
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Pretty sure I already told you how to do this. Just copy and paste from one ASCII to another. Export your geometry in the same hierarchy as the original and all the pivots and rotations are the same, etc., then copy and paste all the emitter nodes, etc. and anims from the vanilla file. Possibly you may have to fiddle with the hierarchy to makes things easier.
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[KotOR] Carth's romance bug?
DarthParametric replied to Salk's topic in Knights of the Old Republic General
Perhaps @AmanoJyaku could be persuaded to look at k_plev_throwdown in lev_m40ac, since that looks to be where it is set, but DeNCS cannot decompile it. -
The only way that would work would be to be have separate racial texture assignments for that model in appearance.2da. That would mean you'd need to duplicate the vanilla textures for the other variants of that armour to match the new naming convention. But if you change the UVs you'd have to remap all those textures anyway, so it's really not that big a deal.
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All of that is pretty trivial these days with the available tools. The only real limitation is adding additional planets/locations to the galaxy map, since there is a hard cap to the total number possible (but you can get around that in other ways).
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Pretty sure that's just Davik's armour. Loot it off his corpse before getting on the Hawk the first time.
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[KotOR] ANIMATION_LOOPING_READY issue
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
As alluded to in this post, it's because there isn't a single "ready" animation like there is for dance, etc. Each weapon type has its own separate ready anim. Since you can't script arbitrary anims in K1, unlike in TSL, specifying it in a DLG is the only way. I assume that the ANIMATION_LOOPING_READY scripting constant is supposed to work the same way as the DLG version does, but it seems not to be the case. Perhaps some intrepid soul that has delved deep inside the internal workings of the engine, like @ndix UR, could shed some light on what is going on under the hood. -
I'd just remake the map geometry and then you can transplant all the emitters and so forth back into it afterwards (literally just copy and paste it into the ASCII).
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For the arms and the base? Personally I'd just start from scratch. Bioware's meshes are typically not worth saving. They can be useful templates to model around/over though, depending on your preferred method of modelling.
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Interpreting comments from CDPR's post-delay teleconference (albeit via someone else's translation from Polish to English), it sounds like it's probably the Xbone and PS4 releases causing them grief (presumably the Xbone S particularly).
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I didn't think a game could get delayed after it "went gold". Can't say I was expecting this one.
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Well "gold" is just the locked content master sent off for physical manufacturing. These days it's typical to not worry so much since you can just fix/add things with a day one patch. Although there are rumours circulating that this particular instance is more critical and there is an issue requiring recalling the PS4 version altogether, since it may cause hardware issues (possibly bricking the console altogether). It could just be the usual internet BS though, impossible to say at this point.
But that aside, such a delay right before release is very unusual, mostly because of marketing. That is probably going to cost them 10s of millions of dollars, at the very least.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
@ADG12311990 if you'd be so kind as to beta test this - https://www.darthparametric.com/files/kotor/k1/[K1]_Diversified_Jedi_Captives_on_the_Star_Forge_JC_Hybrid_Robes_Compatibility_Patch.7z Edit: I have updated the patch to include a 2DA patcher (thanks to assistance from @VarsityPuppet). It will patch your appearance.2da so that the new model and texture work properly. Read the included readme.txt for further details. -
I wouldn't recommend using transparency. Save yourself the grief and just use geometry. I was thinking something along these lines: That's just shy of 1,600 tris. Since it wouldn't need a fancy texture, the UVs wouldn't need to be complex and could be just stuffed into a free corner of the map.
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Mostly joking, but it's not exactly a high poly object. If you are going to replace the ball, might as well replace the arms and base while you are at it. I don't think it needs anything crazy, but some simple bevelled edges probably wouldn't go astray. For the ball itself, you could maybe do something like a "cage" type object. An open polyhedral shape.
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Ah, you were talking about the function not using all the stated parameters. I thought you were talking about calling a function without specifying all the parameters. I suppose that sort of sloppiness is not out of the question when dealing with mod-generated scripts.
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Is now a good time to suggest scrapping the original model and making a completely new one?
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Interesting. I had assumed that the compiler substituted in default values when compiling the NCS, but are you saying that it's the engine that does that at runtime? Which would also mean DeNCS adds missing defaults back in when decompiling then.
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You can change the Unescapeable flag in the module's ARE from 1 to 0. But that will only work before entering the area for the first time. Otherwise you can do it via script, probably best done with an armband that will work for whatever current module you're in.
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You can always just put some basic examples in the release thread and link to an external site like screenshotcomparison.com where people can do more in-depth comparisons. Or maybe even just whip up your own site if you are so inclined. Simple image sliders are pretty straightforward. I believe Github Pages (i.e. github.io) allows Javascript and CSS, so you could do it via a repo without needing a hosting solution.
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Pester @Tyvokka to implement one of those screenshot wipes where you can move a slider back and forth across the image.
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I don't think it is an engine issue, per se. What we use there is used throughout the game, namely spawning a creature with the k_def_spawndead OnSpawn script. The murder mystery quest is seemingly in some sort of Bermuda Triangle though, as there have been a number of odd quirks with it. I have encountered that particular issue myself before. I had thought it might be linked to skipping through Bolook's lines. I did make some changes to address that possibility, but it seems that was insufficient. I'll reactivate the issue for it on the repo and we'll look at it again at some point in the future. I would also add that this issue proved in the past to be difficult to reliably reproduce. As I recall I was only able to do so when playing on an XP machine, not on Win 10. If anyone can reliably reproduce the issue, please volunteer yourself for guinea pig duty.
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I will happily pay $$ for help getting tslrcm properly installed!
DarthParametric replied to Reven3319's topic in TSLRCM
Go to Control Panel\Programs\Programs and Features and uninstall it. It's a stupid feature of the way they set up the TSLRCM installer that it stores a registry key the first time you install it and then defaults to that on subsequent installs. By default it probably installs it in Program Files, but you should be able to manually pick the location (after you've uninstalled it anyway). -
Ah you can disregard that. I thought the shape of the arms was slightly different, but it seems like that layout is already in the most relaxed state.
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