-
Content Count
4,764 -
Joined
-
Last visited
-
Days Won
543
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
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.
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
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.
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
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.
-
Is now a good time to suggest scrapping the original model and making a completely new one?
- 180 replies
-
- 1
-
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
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.
-
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.
-
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.
-
Pester @Tyvokka to implement one of those screenshot wipes where you can move a slider back and forth across the image.
-
- 18 comments
-
- 1
-
-
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.
- 305 comments
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
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.
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
It may not matter, depending on how you plan to texture it, but I'd suggest relaxing the following verts:
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
The KOTOR and TSL trademarks are both still held by Lucasfilm. Star Wars and all the characters etc. therein would fall under other trademarks and copyrights held by LF. Presumably the only rights MS would have specifically related to KOTOR would be the original console distribution deal, and that hardly seems like a basis for a C&D against some vapourware remake project.
-
MS could send their lawyer hit squad in for a number of reasons. If they were using Xbox logos or other related MS trademarked/copyrighted stuff, for example.
-
Tweaking Anakin head mod in 3DS Max 2012
DarthParametric replied to Darth_Misha's topic in General Kotor/TSL Modding
To start with, make sure you are using the latest version of MDLEdit and/or MDLOps to decompile the model. If you still get errors then that is presumably an issue with KMax that you'll have to notify bead-v about in the KMax bug thread. Assuming that you haven't first verified that you are also using the latest version of KMax. -
[KotOR] Cheap shots with VOs
DarthParametric replied to Salk's topic in Knights of the Old Republic General
Which would have played a hell of a lot better if they had a different fake language rather than the overused Twi'lek Huttese again. TOR might have something that could be used as a substitute perhaps. -
30 minutes for a remap, an hour for the texture?
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
[KotOR] Cheap shots with VOs
DarthParametric replied to Salk's topic in Knights of the Old Republic General
If the end result is anything like Kaevee, don't bother. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
There's not a single ready anim, there are multiple different ones to cover the different weapon types. You can use @JCarter426's combat animation guide and TSL's annotated animations.2da to help you find them, but they should be of the form gXrY, where X and Y are numbers that indicate wielding type and anim variation, respectively. For example, g2r1 should be the single saber/sword ready and g5r1 should be the single blaster pistol ready. Some of these appear to be recycled, for example g7r1 (rifle) and g9r1 (heavy carbine) are identical. If you are setting the piggy's anims as unarmed, then they'll presumably need a g8r1 for the ready anim. But since their UTCs force them to use melee anims, I'd just go with that. They obviously already have a limited set of anims by default, so duplicating the existing ones to cover the melee variations shouldn't be too much of a problem. The only question is whether the choreography limits the human anims when fighting a creature, or if it uses the full range of anims regardless. I'm not sure I ever noticed. There's nothing special in the DLG that would suggest the cause. Neither it or the ambush one have any forced or scripted talk anims. I'm not sure why it would work in one scene and not the other. You can export and import a text list of the node mapping, so it might be worth doing it that way to see if that gives you some more control. -
- 4 comments
-
- 1
-
-
Need help compiling force power script
DarthParametric replied to 5rTZpq's topic in General Kotor/TSL Modding
Vanilla Force power values are declared in nwscript.nss. If you have added new ones (the errors are not vanilla powers) and want to use a constant then you need to declare it one of the scripts you are compiling (doesn't matter which, as the compiler will pull it in from an include if it is there). The value is an INT, derived from the row ID in spells.2da. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
Interesting. That accounts for the differences in rig scales presumably? I've only ever tried it with similarly proportioned rigs before. Looks good though - can't see any problems with it. Edit: Having just tried importing the anims myself in Max, I spotted a problem that I can also see in your grenade tosssing GIF. The thumb on the right hand gets bent back to the wrist. Presumably that's an issue with reversed starting rotations or something, but whatever the cause that will presumably require some manual cleanup. The shield anim GIF is harder to see, but in Max the right thumb is also bent backwards in that anim. Yeah I suspected that would be the case. Probably the only thing to check would be the conversations/cutscenes with piggies involved. I know of two in K1 (both on Tatooine - the fake trapped woman ambush and Vorn Daasraad during the Genoharadan quest, as I mentioned above) and three in TSL (one on Citadel Station working for Luxa, two in the Exchange compound on Nar Shaddaa).
