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DarthParametric

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Everything posted by DarthParametric

  1. 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
  2. Yeah, they are all stolen as far as I know.
  3. 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
  4. 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.
  5. Probably not much in the way of sabers (or really much of anything else that would be useful).
  6. 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.
  7. Because p_bastila001.utc is also used in lev_m40aa.
  8. @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
  9. You can extract the binary supermodels from the game files yourself using KOTOR Tool.
  10. 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.
  11. VP's mod is concerned with changing corpse placeables. This mod is concerned with replacing hologram creatures. There's no overlap that I am aware of.
  12. The pillar facing changes were already implemented alongside adding the missing lamps.
  13. 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.
  14. 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.
  15. I might check it out again when development is a tad further along.
  16. 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.
  17. Sounds you just need to stop screwing around and use a stunt animation.
  18. Pop in a script with a delayed ClearAllActions on the NPC.
  19. Looks like you might need to increase the falloff a bit. It seems to me that it fades out a bit too quickly at the top of the plume.
  20. Not sure what happened there. I thought I fixed it last time. Maybe the eyelids got accidentally reverted in the second version that adjusted the eyeball UVs. Try this version: K1_PFHB03_Fixed_(Again).7z I also smoothed out some of the bumps in her head (as much as was possible anyway, given the low poly count), since it looked like someone had taken a hammer to her. Presumably @Dark Hope will be interested in the update as well.
  21. View File Movie-Style Holograms For Twisted Rancor Trio Puzzle This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram. You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods. Changes: Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues: Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though) Submitter DarthParametric Submitted 06/20/2020 Category Mods K1R Compatible Yes  
  22. Version 1.0.0

    24,438 downloads

    This mod replaces the 2D billboard holograms used in the Twisted Rancor Trio puzzle in the Taris Lower City Apartments with full 3D holograms, coloured blue like in the movies (and TSL). Also fixes some missing sound effects that were intended to play when activating each hologram. You may also be interested in my Movie-Style Rakatan Holograms and Movie-Style Holograms for Endgame Cutscenes mods. Changes: Replaces Bith 2D sprite with four separate animated 3D Bith models, each with a different instrument Replaces singer 2D sprite with animated 3D model (two different anims) with semi-custom texture to look like the original Adds emitter VFX Only switch emitter light on when activated instead of always on Repairs broken activation sound effects Known Issues: Because meshes do not self-occlude, there are some artefacts when viewing from certain angles. Requires a save before entering the Taris Lower City Apartments (East) for the first time due to GIT changes. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @CarthOnasty for the original idea, which I shamelessly stole (I did wait 2 years though)
  23. You can specify functions in an external script (an "include") which the compiler will pull in during compilation. Bioware's compiler also pulled in every global constant specified in any includes, regardless of whether they were needed or not. And since the planetary includes (what you are seeing there is from k_inc_end) tend to have a bunch of globals, compiled scripts are typically full of useless garbage. You'll know when one of them is used, as you'll see something like CreateItemOnObject(stringGLOB_12, OBJECT_SELF, 1) Like anything else, working with scripts is just about practice. Look at enough scripts and you'll start to decode how they work, and recognise certain patterns. For example, any time you see a script that has a function from an include ("sub") with a few if statements that include "GiveXPToCreature", then you'll know that is UT_SetPlotBooleanFlag from k_inc_utility (and that UT_GetPlotBooleanFlag is almost certainly one of the other functions). Eventually you'll be able to clean up source to bring it back to what it would have looked like originally, sometimes taking a multi-hundred line script and paring it back to just a few simple include functions (OnSpawn scripts being a great example of this).
  24. There are a few. Some should already be fixed as part of K1CP.
  25. I think that's the neck plug. It's hidden underneath the head, it's just there to hide any gaps.
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