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Everything posted by DarthParametric
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Looking for "traffic" in \resources\art\fx\texture\sky\ should get you some strip textures you can animate via scrolling UVs.
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Not sure if it would be required for vanilla, but it looks like the mod could use a bunch more traffic. You might be able to swipe something from TOR. Coruscant, Nar Shaddaa, and Zakuul all have movie-style traffic streams. All the close stuff is 3D, but I think they also have some sprites for distant objects.
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Nah, the TOR outfit looks like ass. Not worth the effort.
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No it wouldn't. It's only 55K tris, and half of that is probably in the head. The only problem would be getting access to it. I doubt he plans on releasing it for use in a KOTOR mod.
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[KotOR] Code of the Sith
DarthParametric replied to Salk's topic in Knights of the Old Republic General
There is no such thing as a "Twi'lek" as far the engine is concerned. -
[KotOR] Code of the Sith
DarthParametric replied to Salk's topic in Knights of the Old Republic General
She uses the N_SithComF body. Aside from local overrides for Pause1 and Pause2, it pulls all its anims from the supermodels. The fact that she uses a Twi'lek head is irrelevant. -
[KotOR] Code of the Sith
DarthParametric replied to Salk's topic in Knights of the Old Republic General
Yuthura is your only option as far as I am aware of. Unless it's hidden away on a computer terminal somewhere. -
Doesn't matter which. N is just the EU version with Media Player stripped out. And no, you don't run the exe. As I said in a previous post, you extract the image from inside. Once you have the VHD, you can use VirtualBox, etc. to create a new VM using it. There's also a KEY file with the VHD that has the volume license key you'll need (it's just a text file).
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You didn't get your XP VM set up? nm33aayuth21188_.lip
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List of files modified in TSLRCM?
DarthParametric replied to AmanoJyaku's topic in General Kotor/TSL Modding
Except for 401DXN (Dxun landing site) and 702KOR (Korriban academy), which directly overwrites the vanilla RIMs. -
Yeah that's fine, that's why I posted them. Just add a credit in the description/readme.
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- 305 comments
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There is no available interaction for it in the vanilla game, no. K1CP changed it to a non-interactive/static object for this reason. It would be possible to create a mod to destroy it, but it's such an insignificant thing I doubt anyone has bothered.
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mass effect [Mass Effect] Changing an Area BGM
DarthParametric replied to ebmar's topic in Other Games
Yeah, it's no longer recommended for modded file installation, but I'm not sure it is entirely superseded for mod creation. But as I said, it has been a while since I had much to do with any ME modding, and even back then my efforts were mostly focused on pulling stuff out rather than putting stuff back in. -
mass effect [Mass Effect] Changing an Area BGM
DarthParametric replied to ebmar's topic in Other Games
It has been a few years since I messed around with ME modding. I think ME3Explorer is no longer the primary toolset, but that's the one I recall using. Despite the name it works for all three games (mostly). There is a sound tool in there, but I never messed with it. You probably want to check out the forum and wiki for it. -
What I posted was a modder's resource, not something for endusers. It was for other people to make mods with, not a mod in itself.
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Question about modding KOTOR2
DarthParametric replied to John Doom's topic in General Kotor/TSL Modding
Nobody can give you an answer. This is the "how long is a piece of string?" of modding. The time required is entirely contingent on the specifics of what you want to do, your relevant skills/proficiencies, and how much free time you have to devote to it. Maybe you could do it in a week, maybe you'd still be working on it in a decade. If you want collaboration then there is no reason not to lay out what it is you have in mind. Then people might actually be able to give you some informed opinion on how feasible what you want to do is, and what sort of effort would be required. But right off the bat, the fact that you think it requires a team means the likelihood of it ever seeing the light of day is low. -
You can extract the VHD image from the official XP Mode exe which should be permanently activated (volume license presumably). You should be able to install that with VirtualBox or VMWare Player. Btw, you didn't do what I asked. Lucky for you it was only a single line. NM35AABAST06467.lip
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Lip creation requires the audio. Read the tutorial for it and provide everything needed if you want someone else to generate them. You could also consider a Win 7 VM, which would allow you to do it yourself.
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It's a K1R problem. K1CP only fixes vanilla issues.
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There's still a few decades before that comes out, plenty of time.
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No, it's just the hex for -1.