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Everything posted by DarthParametric
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That part is relatively straightforward to do in principle at least, since Max can make use of lightmaps via a DirectX shader: The real problem would be the impracticality of setting it up for every single level, since that would involve hundreds of materials. The only way it would work is if bead-v (or someone else) could alter KMax to add a mode where it automatically loads materials up with that shader rather than just using the default material settings. But overall, while an interesting thought exercise, as Kex alludes to it isn't a particularly practical endeavour.
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Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
Obi-Wan's hilt from ANH. The true prototype hardware saber, cobbled together from random assorted crap. The balance pipe from a Rolls Royce jet engine for the emitter, a WWI rifle grenade for the upper body, a Graflex flashgun clamp with Texas Instruments calculator bubbles and a booster from a Browning machine gun for the middle/lower, plus an Armitage Shanks sink tap/faucet knob for the pommel. It's truly remarkable how well the individual pieces fit together given their diverse origins. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_ANH_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_ANH_Lightsaber.7z -
If you pull a module's GIT from a save file and check the doors in the level, I don't think the Interruptable flag is stored at all, regardless of whether it is set to true or false.
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Just out of the oven, freshly baked.
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I need to make a few minor envmap tweaks. It's always such a pain in the ass trying to get that right.
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Since I know there are some weirdos like @Untold Prophecy that like the ROTS version (for some reason), I figure I'll add a hack job conversion of it.
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Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
I noticed I made Obi-Wan's TPM saber for someone at some point around 2016. Was that you UP? It was marked as "TEST" and there was only a TSL version. Anyway, I created a new TSLPatcher setup and recompiled the model with some minor tweaks to it and the texture. Available as a unique and vanilla blue hilt replacement. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_TPM_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_TPM_Lightsaber.7z -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
Ugh, now you've got me on a saber kick. Here's a new one - Luke's "V2" saber from ROTJ. This is more or less the actual hero, since this is the one used for hanging off his belt and any non-stunt/combat shots. It's actually one of Obi-Wan's stunt sabers from ANH (notably in the scene where Vader gives him the chop), hastily pressed into service after they started filming with an ESB Graflex before realising that Luke was supposed to have lost that on Bespin... It's notable for being ratty as hell, covered in gunk and worn and flaking paint, with gaffer tape around the neck to stop the emitter from rotating and holes in the pommel/booster area plugged up with some random bits. A few other Obi stunts were also used, one of which, the short-bladed "Yuma" hilt used during the sail barge fight (where Luke gets shot in the hand), was later cleaned up, repainted, and given a custom control box to become what most people know as the hero for reshoots. It's only seen in a single shot, the insert shot of Vader twisting it in his hands on Endor. It was also used in the cut cave construction scene, which was later made available on the Bluray release. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ROTJ_V2_Belt_Hanger.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ROTJ_V2_Belt_Hanger.7z Doesn't look so flash in-game, since you can't really resolve a noisy texture like that from a distance, but eh. -
There's not a mod that does that specifically, although it wouldn't be hard to make it. There is a mod that adds a lookalike set of his robes, although they are not 100% exact since, at the time the mod was made, porting between K1 and TSL was against the rules. There's also a slightly different set of textures available for it. Now that porting is allowed, Jolee's original model/texture could be done (but don't hold your breath).
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Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
@Untold Prophecy, I just discovered I apparently made a meal of the 2DA setups in prior uploads, resulting in the Luke and Vader sabers probably causing a crash if you try to play around with the unique variants at a workbench. I've (hopefully) sorted that out now. I've tested all of them to confirm they work properly at a workbench and have reuploaded them (same links above). You'll have to revert upcrystals.2da before reinstalling. If you don't have a backup you'll have to manually edit it to remove those rows. And you might have to remove any existing hilts/crystals from your inventory and re-add them. Apologies for the screwup/s. Edit: The TSL version of the Anakin AOTC suffered from it as well it seems. Also fixed that. =================================== I realised all my old sabers that are on my site probably had their UVs mulched by MDLOps. I can't be assed dealing with most of them, but the Henchman was possibly my favourite of all the hilts I ever made, so I decided to redo that one at least. The original was blue, but I made the new incarnation green since I already posted a bunch of blue ones. Available as a unique and vanilla green hilt replacement. There's also an optional weathered/damaged texture, which was part of the original request. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Henchman_Hilt_v2.0.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Henchman_Hilt_v2.0.7z I was thinking that since you are compiling lists of hilts, it might be a good idea to make a table of model variations to see which ones clash. Can probably put it up on Github or something. -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
I noticed I had a half-finished Vader ANH hilt from a few years back. I think I probably used that as the basis of the Anakin AOTC hilt, but then never got around to finishing it. So I put together a texture for it. Available as a unique and vanilla red hilt replacement. I think oldflash already has a Vader hilt in his movie hilts pack, but from memory it was the ROTJ version which I dislike (it was a Graflex bastardised to look kind of like an MPP). K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Darth_Vader_ANH_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Darth_Vader_ANH_Saber.7z And since I mentioned it and I don't recall whether it was posted publicly or not, the said Anakin AOTC hilt: K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Anakin_AOTC_Saber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Anakin_AOTC_Saber.7z -
Are LoneBullet mods pirated?
DarthParametric replied to StellarExile's topic in General Kotor/TSL Modding
Yeah, they are all stolen as far as I know. -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
I was going back through some older discussions on Discord trying to find something and along the way I found this half-finished hilt that I slapped a simple texture on to for an example of how to generate various baked maps. It wasn't really meant for endusers, but I figured it might be of interest to someone. It's only set up as a an override of the blue single hilt, so you'll need to edit it yourself if you want it in different colours or as a unique option. https://www.darthparametric.com/files/kotor/k1/[K1]_Ki-Adi-Mundi_Clan_Saber.7z https://www.darthparametric.com/files/kotor/tsl/[TSL]_Ki-Adi-Mundi_Clan_Saber.7z -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
Odd. I added a shadowcaster mesh (i.e. set to cast shadows but not render). It didn't actually work - it seems even vanilla sabers don't cast shadows. But there were no problems in K1. But it seems TSL renders the shadowcaster, despite the render flag being set to false, which is what you are seeing there. I have removed that mesh in the TSL version so it is working as intended now. Redownload from the link above. -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
Probably not much in the way of sabers (or really much of anything else that would be useful). -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
That was from over a decade ago (ANH hilt was June 2008 according to the LucasForums archive), so it wasn't even my final form. -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
@Untold Prophecy: Luke's ESB saber (Dagobah version from memory), as requested. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ESB_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ESB_Lightsaber.7z Available as unique hilts and vanilla cyan overrides. Only tested very briefly in K1, but it seemed to be ok. And for anyone else with a similar unquenchable Graflex fetish, here's the ANH version as well: K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Luke_ANH_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Luke_ANH_Lightsaber.7z -
You can extract the binary supermodels from the game files yourself using KOTOR Tool.
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The hair bits are danglymeshes presumably, so they are not really fixable. The pictures are too small to discern anything to do with the eyelids.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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The pillar facing changes were already implemented alongside adding the missing lamps.
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[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
DarthParametric replied to Blue's topic in Work In Progress
Well for starters, just allowing the vanilla Bioware ones to work. Almost all vanilla scripts have debug outputs that are disabled by a simple check to see whether it is running on the retail/shipping build. If you can find out how to get that check to fail, that should allow for said scripts to pipe various debug info to the screen and also an external log file. Poking through the exe, you can see reference to "ProductVersion" and "PrivateBuild", which may be relevant. -
[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
DarthParametric replied to Blue's topic in Work In Progress
I will say that despite the spaghettification and other wonkiness, it does seem more functional than Xoreos, which is a notable achievement. I doubt I'd ever actually consider it for a playthrough before it was fully feature-complete, but if you manage to incorporate some debug-style features then I can see its utility for mod testing even in a semi-complete state. -
[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
DarthParametric replied to Blue's topic in Work In Progress
I might check it out again when development is a tad further along. -
[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
DarthParametric replied to Blue's topic in Work In Progress
That's all well and good, just don't actually announce your project until you actually have something tangible. The internet is a graveyard of big idea projects that ended up going nowhere (I've been involved in some myself). Still, well done on progressing this far, although on my end I can't get past the initial player spawn-in in K1, or even past the initial class selection screen in TSL. Which is a shame, because I like that there appears to be the option to visualise triggers and so forth - that could be a very useful debug tool. I haven't given it more than a cursory examination yet, but the Forge component looks like it might be useful to ease people into modding. By the way, might I suggest an option in the settings to disable internet access? I'm not sure what you are trying to pull from Steam or DS, but I am not a fan of offlline applications that think they deserve unrestricted network access, especially without even asking first. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
Sounds you just need to stop screwing around and use a stunt animation.