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Everything posted by DarthParametric
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Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Phew, ok, there are are raft of problems here, both on the model/game side and the geometry side. First off, this appears to be oddly scaled, halfway between medium and large. It is simply named "PMBC", which neither game uses. It won't do anything if dropped into the override in its current state, as all body models require a size designation, even in TSL. It's using the wrong supermodel. It is missing most of the hooks/dummies for VFX and the like. For some reason you have a VFX emitter sitting around head height. The arms and torso were assigned different textures. This ultimately would be overridden by the 2DA in normal use anyway, but I gather this was intentional. As far as the collar mesh itself goes, it looks to have been moved at some point during proceedings, so it is completely offset from where it should be. Even when repositioned, the neck plug does not align with an attached head. The outer edges of the collar also don't appear to mate cleanly with the torso. It has been assigned a different texture with separate UVs, which won't work if you intend to use it with regular texture variations, as all mesh-assigned textures will be forcibly overridden by the one assigned in the 2DA. It has incorrect bone assignment. It's weighted to "torso" i.e. the skinned torso mesh. The bone is "torso_g", and that's not even the right bone anyway. It needs to be weighted to "torsoUpr_g". I've addressed the mesh issues. I ended up scrapping half of the geometry and replacing it, and created new UVs that use the vanilla textures. You need to provide some info on what the goal of this is though before proceeding further. If you intend for this to be a simple Override drop-in, which is what I gather from your "nothing new" statement above, then there is further remedial work required. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
Do exactly what it says. Select the OdysseyBase, use the export functions there. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
You should have pre-emptively/deliberately chopped off a bit that is 100% weighted to torsoUpr_g, so if you just add a Skin modifier and then add that bone with no existing weights, it should automatically weight all the verts 1 to it. If you click the Edit Envelopes button, you'll see the mesh change colour when you select a bone in the list (easier to see with textures turned off). Red indicates a weight of 1, with lower weights going through orange and yellow down to blue for very low weights. GMax is a bit clunky, but you can select individual verts (under the Display section you can enable showing all verts) and see the weight to the selected bone in the "Abs Effect" box in the Weight Properties section. If needs be, you can simply select all the verts, put 1 in that box and hit enter to set the weights. The Trimesh modifier shouldn't need too much adjustment from the default values. Make sure shadows are disabled (they will be generated by the bones) and I usually like to enable the material override settings right down the bottom and set diffuse to pure white, just to be sure. -
Disappearing Weapons
DarthParametric replied to StellarExile's topic in Knights of the Old Republic General
Are you using the hide weapons mod? -
The are no tools for Maya. The main I/O script is for 3DS Max/GMax. There's also one for Blender which is less functional, but sufficient enough for generating UV maps.
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You're flying blind unless you have the model's UV map to use as a guide. There's no guarantee that certain parts of a texture are even used on a given model.
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Looking good. Nice work. How do you think you are placed to make ground textures? The Dantooine shot shows how dire some of the vanilla textures are.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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Your setup is completely broken. The UTP shows it has been edited by KTool but lacks both local or TLK strings. Whatever it is you are doing, you're doing it wrong.
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The issue happened for me when the conversation triggered without the player being jumped into position. If you want to try reproducing it again, you could try hammering on the left mouse button during the end of the montage. It's possible the script that jumps the player got skipped.
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Hrm. Where was the player located when you reloaded?
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Yes, other mods can cause problems, especially if you are using the Steam Workshop.
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Not sure if you already have it, but I just noticed this while looking for a locked door barkstring: <string id="20037" sound="nm26acdoor28004_" soundlength="0.000000">[This door has been permenantly sealed.]</string> <string id="20342" sound="nm27aadoor01000_" soundlength="0.000000">[This door has been permanently sealed.]</string> 20037 is spelled incorrectly. -
You have no dialog.tlk in the game's root folder? Running without it is essentially impossible, since it contains all the text in the game. By "data" folder I assume you mean the Override folder? Or the actual Data folder?
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Attach the new MODs again, and the TLK/s as well.
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What happened after you saved/reloaded? It proceeded normally on the subsequent attempt?
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If you are using that mod then all you should need to do is simply set her Dantooine equipped outfit to a Jedi robe, since JC's mod will have set her default appearance to use robes. Note though that she will also need the Jedi Defense feat, since that is a prerequisite for wearing robes (and her UTC doesn't have it by default). This one should be ready to go if you drop it in your Override (although note it won't work with a save where you have already encountered her in the Courtyard, you'll need a save before she has spawned). dan13_yuthura.utc
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By default, Yuthura's appearance.2da row forces her to always wear the Sith uniform, regardless of what clothing/armour/robes she has equipped. Since you only want to change her on Dantooine, and since some other mods change her appearance row so that she wears Dark Jedi robes on Korriban, the best approach would be to create a new custom row for her in appearance.2da and set her UTC on Dantooine to use that appearance instead of her vanilla one.
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I had it during development when the player wasn't correctly jumped into position post-montage, but that shouldn't be present in any public build (and I haven't seen anyone else report it). I assume you aren't using any other mods that may edit that scene and its related scripts?
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It's entity count that it really chokes on, so static meshes shouldn't burden it too much. What you'd want to do though would be to combine as many of them into single meshes as possible (you'd need to do that per-room though, so they can be dropped out by the VIS separately).
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These MODs still have your original changes. I said in my post above that you needed to revert them before installing again with the modified ini. Use these and try again. Modules.7z
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It should be. That's one of the older fixes from previous versions. No, as per vanilla. K1CP does not change this. Use a standalone mode like JC's Back in Black. Not random, one of the applicants. You could just never see him properly before because of the terrible way the NPCs were positioned. Presumably he dies as soon as he gets into the Valley. I'd have to check, but my memory of that is it was moved from somewhere else, and is once again from an earlier version of K1CP (so blame @A Future Pilot).
