DarthParametric

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Everything posted by DarthParametric

  1. That version of the mod would have to go on Nexus.
  2. The obvious answer to "why?" is because Luke's bacta tank in ESB had bubble streams rising from the bottom of the tank. I'm sure there's probably some canon explanation of what it represented if you go digging deep enough in Wookieepedia. If you want some sort of rationalised in-universe explanation of what it could be, I imagine it could be some sort of recycling system for filtering the bacta/kolto, injecting some supplemental gas into the liquid, or perhaps inducing a current/circulation for some reason, maybe just more efficiently moving "fresh" bacta/kolto past any open wounds.
  3. I tried replacing the existing bubble chunk model and that didn't really change much. So I went with DH's suggestion of using the underwater suit's bubble VFX. Here's an in-game test after playing around with some of the values for a bit. Taris_Kolto_Tank_Bubble_VFX_Test.mp4
  4. They don't use a texture. Yes, the glass texture needs blending additive in the TXI in order for the transparency to render correctly.
  5. A VFX emitter, same as any other VFX works. In this case it emits mesh chunks instead of 2D billboards. Huh, guess I never really paid that much attention to them before. Changing the mesh transparency could help. I'll fiddle with it when I get a chance later in the week.
  6. It would require editing all the VFX nodes, but sure, it's possible. The underwater suit you pictured uses fx_bubble. I could mess around with trying the settings it uses. The other option would be to replace the chunk model for the current bubbles, fx_koltobub, with an actual spherical mesh rather than the pointy cube it uses currently. I'm curious as to what changed though, as I don't recall the vanilla bubbles being that opaque and obvious. I didn't touch the VFX nodes in the room model.
  7. I think the problem is that the bubbles don't actually look like bubbles because they are opaque.
  8. The legacy PC version is identical to the original CD version, aside from DRM. Here are some shots from the GOG version (which again is the same). There is a bit of haloing around the workbench light strip and the saber blades that is more apparent when moving in-game. It could be that Obsidian changed something with the render setup and it simply wasn't captured in whatever that old picture is in your first post. Posting a pic from the dark interior of the Hawk and comparing it to a brightly lit interior is also not exactly an apples to apples comparison.
  9. Switch from Aspyr's broken update of the game back to the original unmolested version by choosing Legacy PC in the beta drop-down:
  10. Males just use the standard Revan/SF robes items. Use the vanilla values for those - g_a_mstrrobe06 / g_a_mstrrobe07.
  11. Well then all that should be required is the models in the Override. Make sure they haven't been overwritten by another mod. You can copy them manually if needs be (and will need to do so anyway if picking one of the optional versions).
  12. If you are using a mod of the existing PMHC04 and not an entirely custom row, then it should be rows P_MAL_C_SML_04 / P_MAL_C_MED_04 / P_MAL_C_LRG_04 (175/176/177).
  13. Males should just use a replacement of the regular PMBJ model, as long as the appearance.2da row entry for the J slot hasn't been changed.
  14. Those two warnings are just telling you that the module files already exist (presumably because you installed other mods that already add them, like K1CP for example). That's working as intended. As to the robes themselves, are you using a mod-added female character? Because those aren't supported, as per the description.
  15. If it was the last mod you installed, there will be a backup in the TSLPatcher folder. But if you installed other mods after it you'll need to scrap everything and start over with a clean install.
  16. These are TSL's robes. If you want the TSL Master robes to look like these (Padawan/Knight robes), just edit appearance.2da and change the model/texture assignments for the M column (PMBM/PFBM) to the Padawan/Knight models/textures (PMBI/PFBI). I'm pretty sure there's already a mod that does this.
  17. It's actually not that hard. Especially now that KBlender replicates the look of envmapped textures in the viewport.
  18. As per K1CP's readme, this mod is already integrated. You don't need it if using K1CP.
  19. The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.
  20. Both textures in the "game look" folder have an alpha mask and a TXI specifying CM_Baremetal. I assume it's just a duplicate of the other folder. You could always just delete the alpha channel manually to prevent the issue.
  21. Yes, TPCView is the preferred tool for converting TPCs. In this specific case, the TXI data is: blending additive envmaptexture DP_CM_TnkGlass
  22. Are you using an old version of the mod? I changed the name of the tank glass in the last version. Edit: @Dark Hope: I had assumed you would have provided your own textures from the templates I provided in an earlier post. Salk also got invisible consoles without the textures, which is odd. Anyway use these. Also includes the tank glass textures from the original mod. TOR_Med_Console_Textures.7z If you installed the mod first and then extracted the archive above into the Override folder it should work fine:
  23. The lightmaps are splotchy and unoptimised, but try this for in-game testing purposes. Taris_Upper_City_Med_Clinic_Tank_Panel_Test.7z
  24. Here are some UV templates and a test model you can use in a model viewer or KBlender, etc. if you want to play around with it. TOR_MedPanelTest.7z