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Everything posted by DarthParametric
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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.
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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.
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No, you can't persuade/Force persuade him (it's a fake choice). You can only kill him by jamming your saber in there.
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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. -
Not a mod, just a function of GLIntercept.
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You just need to encode them as MP3s and add a fake WAV header like the vanilla files.
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Typically it's easier to use the vanilla model as the supermodel for your new model. Then just edit appearance.2da to point to your model. Screwing around with anims if you don't know what you are doing is going to cause problems.
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DLGEditor presumably resets it because it doesn't use dynamic values like I said earlier, only hardcoded ones, so as far as it is concerned row 18 doesn't exist/is invalid.
- 10 replies
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- videoeffects.2da
- camvideffect
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So row 18 works if you specify an anim in the DLG, but doesn't work if you specify an anim via script?
- 10 replies
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- videoeffects.2da
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So it doesn't actually "reset", the game just reads it as row 0, i.e. VIDEO_EFFECT_SECURITY_CAMERA? What happens if you add additional copies of the row and choose higher numbers like 19, 20, etc?
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- videoeffects.2da
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Yeah all DLGEditor's references appear to be hard coded, not pulled from 2DAs dynamically. Resets when? After saving via DLGEditor? Are you editing it in KGFF afterwards to change it back?
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- videoeffects.2da
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You might want to provide more specific details/examples. I'm not following what you are saying.
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- videoeffects.2da
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
A little tweaking of the end bit and you could have the Skroob Salute! -
I have never messed around with dynamic lights, so I can't really offer any insights. The closest equivalent I can think of would be something like the War Droid, which uses a light during its death animation (but is otherwise off). It has the values: radius 5.0 multiplier 2.0 color 0.0 0.0 0.0 lightpriority 1 ndynamictype 1 ambientonly 0 affectdynamic 0 shadow 0 flare 0 fadinglight 0 flareradius 0.0 texturenames 0 flaresizes 0 flarepositions 0 flarecolorshifts 0
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Aurora (and Eclipse, as I recall) both had limits on the maximum number of dynamic lights a given map/level would support. If you are getting differences within a single level, it could either be due to the limit only applying to some specific radius of the camera, or a room-based limit. There's a reason Bioware didn't stick lights in their glow batons.
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Btw, to dispel another misconception, KOTOR doesn't use blur for its saber trails either. The reason you need the blade planes is because they are what creates the trails - i.e. the trails are a geometry effect. Here's a wireframe to demonstrate: This is why sabers have their own unique model type. I would guess this is some sort of vertex buffer trick or the like.
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Nothing of direct importance to modders. I gather it has something to do with data structures in the model format, but @bead-v would be the one to elaborate on its mysteries. You can't. It's an engine issue, due to the way it handles the render order of objects. It was likely a deliberate choice as the lesser of evils vs other render problems.
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TOR doesn't use blur for saber trails. It's all VFX textures.
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Looking at that, the UVs are uneven, but they are roughly in the right place for the texture. Looks to me like your eye texture is rotated 90 degrees. K1_PFHB04_Eyes_UV_Fix.7z PFHC04 on the other hand is something I can't really fix. If someone else wants to take a crack at fixing the smoothing, be my guest: pfhc04-kotormax.mdl.ascii Otherwise, you'll have to live with the vanilla model for now. Come back in 6 months after bead-v has done his MDLEdit update THAT HE HAS NOW TOTALLY PUBLICLY COMMITTED TO DO WITH NO CHANCE TO BACK OUT OF IT. *cough*
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Yeah, but it's still crap. Just a different kind of crap. Make me a 2020 replacement for Taina's Replacer so I can just sidestep dealing with smoothing/normals altogether and simply inject my UV/vert position changes into the vanilla model.
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What head is that?
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The PFHB03 one is an easy fix. For some reason the head link flag wasn't enabled. K1_PFHB03_UV_Fix_v1.1.7z The problems with PFHC04 are shading errors. Since the original vertex normals get destroyed when decompiled into an ASCII, you have to do a lot of screwing around trying to recreate them. Damn your eyes @bead-v. I'll have to play around with that tomorrow when I get a chance.