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Everything posted by DarthParametric
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SKIN:Player Head PFHB02 Dark Side Transition Eye Fix
DarthParametric replied to DarthParametric's topic in Mod Releases
No, the vanilla LS/default texture is fine, so only the DS textures are needed for that version, since only the eye itself is changed. The other two versions are upscaled, so they also get a new version of the LS/default texture. -
View File Player Head PFHB02 Dark Side Transition Eye Fix The player head PFHB02 has an issue with the eyes of its Dark Side transition textures. Namely, whoever made them offset the eyeball overlay they were trying to blend over the top of the base texture, resulting in a progressively noticeable duplicated set of irises. This mod cleans up the irises so they look as intended. Three options are available. The original 256x256 textures with just the eyes edited, a version that has been AI upscaled to 1024x1024, and an version that is upscaled with the addition of eye textures taken from SWTOR. Installation Instructions Pick which version the want, copy those TPCs inside that folder to your Override folder. Known Issues The UVs of the head are terrible, so the pupils are a bit wonky. I didn't want to have to edit the head mesh to fix it, since that might affect other mods. Compatibility Won't be compatible with other retextures of PFHB02, obviously. Acknowledgements Thanks to @ndix UR for TGA2TPC Thanks to @StellarExile for an issue post on the K1CP repo about this, which prodded me into remembering I had something for this Original eye textures for one version ported from The Old Republic MMO Submitter DarthParametric Submitted 09/16/2020 Category Skins K1R Compatible Yes
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Version 1.0.0
15,053 downloads
The player head PFHB02 has an issue with the eyes of its Dark Side transition textures. Namely, whoever made them offset the eyeball overlay they were trying to blend over the top of the base texture, resulting in a progressively noticeable duplicated set of irises. This mod cleans up the irises so they look as intended. Three options are available. The original 256x256 textures with just the eyes edited, a version that has been AI upscaled to 1024x1024, and an version that is upscaled with the addition of eye textures taken from SWTOR. Installation Instructions Pick which version the want, copy those TPCs inside that folder to your Override folder. Known Issues The UVs of the head are terrible, so the pupils are a bit wonky. I didn't want to have to edit the head mesh to fix it, since that might affect other mods. Compatibility Won't be compatible with other retextures of PFHB02, obviously. Acknowledgements Thanks to @ndix UR for TGA2TPC Thanks to @StellarExile for an issue post on the K1CP repo about this, which prodded me into remembering I had something for this Original eye textures for one version ported from The Old Republic MMO -
It is modified in TSL, but Obsidian fixed the If statement in their version. We were evaluating whether or not to fix the K1 version as part of K1CP, but there seems to be no need, since the vanilla version works as-is. Anyone wanting to add custom ones would need their own version of the script anyway, so it would be up to them to fix it.
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
@Alvar007 if Salk hasn't completely sapped your will to live, I have an animation suggestion for you. The Gamorrean model lacks the animations for both throwing grenades and activating shields, yet there's at least one example of combat in K1 where both actions are guaranteed to occur (Vorn Daasraad during the Genoharadan quest). Not sure about how much piggie action there is in TSL, but Obsidian didn't add those anims to that version either. -
Concerning k_trp_generic... Yet it does actually work in-game: The poison damage applied per-tick is the correct amount int POISON_DAMAGE_VIRULENT = 5;
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Stumbled on this one by chance while looking for conditional scripts: "But I think you just might be crazy enought that you don't care. Okay, I don't need no trouble, so here's the scoop." StrRef 17356. -
These are destroyed by k_pkor_ther_dest fired by kor37_firescene.dlg (the cutscene of the pillar blowing up and the droids activating). I suspect a few more in your list are destroyed as well. Edit: However, it should be noted that those two only get deleted from the player's inventory during that cutscene. So if you happened to pick them up afterwards you'd be stuck with them. That script could be edited to also delete them from the placeables as well to prevent that.
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https://deadlystream.com/topic/6507-disadvantages-of-mandalores-armor-in-game-without-a-helmet/
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
They are all using player bodies with vanilla UVs, so it shouldn't be anything to do with the mod specifically, just the usual engine shenanigans. I don't feel any pressing need to remap everything for a tiny edge case, but I'll consider it in the event I ever do a major revision of the mod (which might happen once the scripts can be decompiled, allowing for condensing the placeables). -
I'm sure @A Future Pilot is already rubbing his hands together at the prospect of stealing it for K1CP.
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[KotOR] Direction/Facing: how to find the right values?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
It's not the placeable. It's probably the crud overlay on the floor which floats a bit to eliminate Z-fighting. Make sure the height of the placeable is at least 0.15m and shuffle it to the right half a meter or so. -
[KotOR] Direction/Facing: how to find the right values?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Your pic is too small and full of artefacts to see anything. ENHANCE! -
[KotOR] Direction/Facing: how to find the right values?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
It should be clarified that cameras actually use two values. A quat for the Z rotation (i.e. orientation) and degrees for "pitch", the X rotation (because in 3DS Max, cameras start off pointed straight down at the ground. As far as origin goes, values in GITs should always be derived from North as 0, whereas values in scripts take East as 0. Although from memory there are a couple of modules that don't use East as the origin, which can screw things up. -
[KotOR] Direction/Facing: how to find the right values?
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
No. You are confounding 1 and 2. Both are quats, just stored differently. The game uses degrees, radians, and quats, depending on what specifically you are talking about. Broadly speaking, "facing", as used in scripting, is a cardinal (i.e. compass) direction and is specified in degrees. "Bearing", as used for placeables in the GIT, is specified in radians. "Orientation", as used for a number of things like cameras and creatures in the GIT, is expressed as two components of a quaternion. -
[KotOR] Critical unresolved issues
DarthParametric replied to Salk's topic in Knights of the Old Republic General
I'm not sure that I have seen the first two exactly. Although I have experienced numerous cases of one party member ending up hung up against a corner or doorway, or otherwise halting which invariably leaves them stranded halfway across the map. Presumably that was why Obsidian added the function in the AI script to teleport party members back to the party leader if they were too far away for more than 10 seconds or so. I tried to duplicate something like that for K1 but never got it to work (I believe JCarter may have fiddled with something similar at one point as well). The last one can at least be masked by manual adjustments of fade-ins if there are specific instances that are particularly egregious (might also be less apparent running the game from an SSD). -
solved Requesting advice for my small, finished mod
DarthParametric replied to Scarrab's topic in General Kotor/TSL Modding
You can put LIPs in the Override, be they new custom ones or replacements for vanilla ones. However, since you are using existing LIPs to be repurposed in a different module whilst presumably retaining the same ResRefs, it would be better to inject them into the specific MOD for that that module's LIPs. Putting them in the Override would also affect the originals, which may cause problems if someone else wanted to edit those independently. Alternatively, you could give your duplicated VO and LIPs custom ResRefs, which would alleviate that concern and allow you to put them in the Override. That may ultimately be the more desirable root, since it means less likelihood of clashes with anything else. -
solved Requesting advice for my small, finished mod
DarthParametric replied to Scarrab's topic in General Kotor/TSL Modding
There's no issue with pulling other mods to pieces to see how they were made. That's an excellent way to learn and I encourage all people new to modding to do so. Acknowledgement for such a thing is not required, although it is common courtesy. What is against the site rules is stealing/claiming someone else's work as your own, or reusing/redistributing someone else's work (in whole or part) without their permission. As far as LIP files go, they must be stored in a MOD for the specific module they belong to, placed inside the Lips folder. In your case the module you are working in is the Lehon Central Beach, UNK_M41AA. The associated MOD is \lips\unk_m41aa_loc.mod. Each LIP file name needs to match the VO_ResRef for the associated line in the DLG. For example, Mission's "No - this isn't happening! It can't be happening!" line in unk41_mission.dlg has the VO_ResRef nm41aamiss04000_ and has a matching nm41aamiss04000_.lip in \lips\unk_m41aa_loc.mod. As with many first-timers, I gather your intention was to just dump a manually edited DLG into the Override. I would strongly advise against this. Doing so creates compatibility issues. Since you'll need to dynamically inject new LIP files into an existing MOD (doing a hard overwrite of that is also strongly advised against), you'll have to learn how to create a TSLPatcher setup. While you are at it, you can also have it dynamically patch the DLG in another MOD (this time for the module itself) in the Modules folder. This will likely take you a while to wrap your head around, so I would suggest the first thing to do is to download TSLPatcher and read the included PDF for an overview of how it works. Once you have done that, come back and provide details of all your mod's components (specifics of exactly what you have changed and how) and someone can guide you through creating a setup for it. -
You can. Click the "See Their Activity" button on the top right, then when it switches scroll down to Files on the left.
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Change message of boarding sithtroopers
DarthParametric replied to Oaks's topic in General Kotor/TSL Modding
A script fires a barkstring, so you'll have to edit the TLK to change it. There are four StrRefs involved: 113781 *** <CUSTOM30> Sith assault troopers remain *** 113782 *** 1 Sith assault trooper remains *** 113783 *** Sith Troopers have boarded the Ebon Hawk, prepare to repel boarders. *** 113784 *** All Sith assault troopers defeated *** -
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Question about converting .tpc to .tga
DarthParametric replied to Rekov's topic in General Kotor/TSL Modding
Yeah you have to hold down the Alt key while dragging files over the program's window. I guess being a Mac disciple has warped @ndix UR's mind, leading to such wacky interface shennanigans. -
Question about converting .tpc to .tga
DarthParametric replied to Rekov's topic in General Kotor/TSL Modding
Convert with what? TPCView converts them without complaint. You shouldn't be using anything else for conversions since that released. And in this instance, you shouldn't be converting at all, since @JCarter426 provides the source in the modder's resource file. If that hasn't been updated yet, then just give him a nudge.