-
Content Count
4,568 -
Joined
-
Last visited
-
Days Won
514
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Does Terragen have the ability to create trees? Something that I've always hated is those terrible planes that border the edges of the Dxun map.
-
K2 Help Placing Items in Game
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
Everyone has to start somewhere, and TSLPatcher is kind of opaque in how/why it does certain things. The best advice I can give you is to look at existing mods. Chances are whatever you want to do, someone has done something similar at least once in the last 15 years. Find that mod and poke through its innards to see how it was put together. Although you do need to be careful with older mods, since there were some bad practices in the early days, like putting pre-edited 2DAs in the Override instead of dynamically editing them, one of the primary tasks TSLPatcher exists for. -
K2 Help Placing Items in Game
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
Here you go. changes.ini So, some explanations for the changes. You didn't add the module (MOD) file to the install list. You always want to make sure this is set to copy, NOT replace (it will say "File" if in changes.ini if it is set to copy). That way it will only copy it there if it does not already exist. Since most people will have TSLRCM installed, and that adds MODs for almost every module in the game, you don't want to overwriting them. Or ones added by other mods, more so in K1. Most of the files intended for the Override, textures and new UTIs, got added to the GFF list. As the name suggests, the GFF list is for GFFs (e.g. UTPs, UTCs, GITs, etc.), but only for ones you are actively editing. This is sometimes a new one you are editing, especially in the case of UTCs where you may need to dynamically change an appearance.2da reference, but in your case you needed to add these to the file list. I have set them to replace, mostly so you can see how that works. For your own unique files this is typically fine, and may sometimes be a requirement for a patch/update to an existing mod or the like. But in some instances copy may be the more desirable approach. You did not set the target destination for the actual GFF that was correctly in the list (g_tresmillow007.utp). This is critical (and the entire point of this TSLPatcher setup) because if you don't specify a target then it defaults to the Override. Which is the same problem you had originally. The destination has now been set to the MOD added above (I have assumed 152HAR is the intended module, so change if necessary). It should be noted that for a file in the GFF list that already exists in the target location, such as in this case, you don't need to include a physical copy of the file in the mod, since everything TSLPatcher needs is in the ini. However, if you are adding a completely new file then you do have to include a copy. More of a minor issue, but you had it set to automatically look up the game install location, which is the default setting. You should always set it to user defined, since TSLPatcher only knows about the CD version. Typically in modern use (with GOG or Steam versions of the game) it just fails to find the install and asks the user, but in certain edge cases this can cause problems. You can change this in the Settings section up the top, but you have to manually hit the Save Settings button for anything in there (unlike changes made in any other section, which update automatically). As a final note, you should take a look at changes.ini so you can get a better understanding of what the program is doing. There are some things that are just easier to change in the ini file directly (and at least one thing that is only possible to change there), so checking it after every edit is a good practice to get into. -
Also doesn't work if you edit an ASCII?
-
K2 Help Placing Items in Game
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
You need to post the changes.ini it produces to properly see what is actually going on. But in a word, no. Most of what you have there is incorrectly under GFF. -
K2 Heads for K1 (and permission question)
DarthParametric replied to Ahsana's topic in Work In Progress
The rules were recently changed to allow ports between K1 and TSL. If you are porting vanilla heads, that's fine, but the rules still forbid porting other people's mods without express permission. -
K2 Help Placing Items in Game
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
Template refers to UTx - UTI, UTC, etc. That's what the T stands for, Template. -
K2 Help Placing Items in Game
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
There's no reason you need to switch if you'd prefer to use a container, you just need to do it properly. And in TSL especially, as you've discovered, all you've really done is exchange that problem for a different flavour of the same problem. Obsidian was extremely lazy with their design and reused a lot of Tags/ResRefs across multiple modules. This means you can't just dump stuff in the Override folder, you need to learn how to use TSLPatcher and do module injection. For either case, module injection should solve your issue, since you'll only be adding it to that specific instance of an inventory. Whichever one you prefer, the basic operation is the same. Extract a copy of the original template. Make a duplicate of that and edit it with your changes. Use TSLPatcher's ChangeEdit to create a new changes.ini and difference your edited file and the original to generate a list of required changes, making sure to specify the destination module it needs to go to. If you have additional items that need to be added, like custom UTIs, these can also be added, either to the module or the Override as necessary. Then you need to extract the vanilla module files from the two RIM files (and in TSL also the associated xxx_dlg.erf) and bundle them into a MOD using ERFEdit, and in ChangeEdit set this up to be added to the Modules directory (importantly, not set to overwrite). You should read the PDF that comes with TSLPatcher as well as browsing through the tutorial sub-forum for further information. -
Just so you know, Odyssey's normal map implementation is piss weak. There's generally little reason to bother with using them in KOTOR. You won't get the sort of results you'd expect from pretty much any other engine from the last two decades. In my experience, the only time you get any really noticeable result is when used in combination with a cubemap mixed at 100%. Which is probably fine if you are making a Terminator total conversion and need a lot of chrome, but otherwise a waste of time.
-
https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/?do=findComment&comment=73932
-
Blog #102: What I'm listening to now . . .
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
Are you kidding me? It will be stretching on for months. I doubt he's even off Peragus yet. -
1.0.104 should be the current beta version.
-
The model needs a flag enabled in the trimesh for normal maps to function. In MDLEdit you can just load the model, go to Edit -> Textures, then tick the checkbox next to any textures than have an associated normal map. There should be built in help that explains all this.
-
You can't enter the base after the race. That is intentional and the obvious developer intent. The enforced restriction was done to prevent an exploit. There is no body. All you get is Davik. This is a known issue. I have a mod that addresses it - https://deadlystream.com/files/file/1192-taris-escape-sequence-adjustments/ Most of it is already included in K1CP, except the bit positioning the party.
-
Man that video got slammed with that. Even at 1080 there are huge compression blocks. But I'm glad you've sorted that skybox though.
-
That's probably a Max problem. I don't think the UI supports higher than three significant figures for stuff like that. Try typing in some co-ords and see what happens.
-
Ooh, nice, endless dunes. Like a sea of them almost. Nicely done.
-
Texture not Appearing on Armor
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
The icon name has to match the one defined for the base item type. What base item are you using? A robe? Revan's robes? A disguise? Edit: I see above it's Revan's robes, so the icon name is of the format ia_revan_001. -
Texture not Appearing on Armor
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
If you are using appearance.2da to specify the texture name, then yes - in the 2DA it would use the base name "hermet_robe" and then would assign the appropriate texture based on the model variation (e.g. hermet_robe01). Alternatively, if the texture column is left blank, it will apply whatever texture is directly assigned to the model. -
I watched the movie, which was basically enough to cure me of further need to watch the show. I also watched the episode of Rebels where she fights Vader, since everyone raved about that, and that had helicopter lightsabers. So yeah, Dave Filoni can burn in hell frankly.
-
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
The vanilla flirt anim is used in multiple DLGs. -
Not bad. I'd say you'd want to darken the blue a bit, and the markings for the lekku tips seem like they should have a more pronounced shark tooth bit. The top center of the metal circlet thing also seems like it is a bit more faceted in the show version. Although all this is only going from that one picture I have. I don't watch the show.
-
No, you can't persuade/Force persuade him (it's a fake choice). You can only kill him by jamming your saber in there.
- 1 reply
-
- 1
-
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
I'd try setting it to a lower value for starters. 0.25 is the usual value used in vanilla anims. It should blend between whatever anims it is sandwiched between. A guy standing on the street is going to be idling use the pause anims, so that's what it has to blend from/to. Are you saying it doesn't blend into other anims when called during a conversation? -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
Assuming the transtime value is non-zero it should automatically blend between anims I would have thought.