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Everything posted by DarthParametric
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Also DLG editing presumably, assuming you want someone (or something - T3 often gets roped into this sort of thing) to handle the resetting/levelling up item switching in an interactive manner.
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Per the description - "Adds extra disguises to the party and interrogation scenes in the Upper City North Apartments."
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No, there are no plans to incorporate that into K1CP. However, I did make a mod for that for someone else which you may be interested in - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension/releases
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Help with Nihilus Mask mod edit.
DarthParametric replied to DragorTheDrake's topic in General Kotor/TSL Modding
Delete the instance of the item from your save with KSE before adding it again after updating any details, including the icon. -
Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
I was never working on a head mod, just playing with the textures (or playing with textures other people had already played with). I have no interest in it. There's nothing stopping someone else from doing it. -
I would suggest trying to use Blender is going to lead to you not having a very good time. I don't know that the KOTORBlender script is up to the task of exporting animations in the proper format. It's a pain in the ass trying to get Max to do it. Maybe you could get a workable solution with some manual editing of the ASCII, but I'd suggest experimenting with something simple first to see how it goes. Be aware that, generally speaking, you can't just add "new" animations. The game has a hard-coded limit on the specific animations it will accept for combat and so forth. What exactly are you wanting to accomplish?
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- 15 comments
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- 1
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- luke skywalker
- new models
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(and 2 more)
Tagged with:
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skins SKIN:[K1] Republic Soldier's New Shade
DarthParametric replied to ebmar's topic in Mod Releases
Just copy any TXI data from the end of the TPC. It is stored as simple ASCII strings. -
is it possible to mod arcann's mask into kotor
DarthParametric replied to DarthDip's topic in Mod Requests
It's possible, although requires a fair bit of screwing around to mate to the KOTOR heads. I did experiment with a mirrored Arcann mask at one point though: And various other ones. But nothing was ever put into a releasable state fit for public consumption, and I have no time to spare for it at the moment. Maybe over Xmas I'll release a modder's resource pack of models and someone else can deal with turning it into an actual mod. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Got a suggestion for the astromech in the pool room in the Taris Black Vulkar base. The option says that you can reprogram it to move into the pool and self-destruct, yet it requires repair parts. I think a better option would be something like "Jury rig the droid's motivator to force it into the pool, then self-destruct". I think the original line is StrRef 36253 "Program droid to crawl into pool and self destruct. (<CUSTOM44> repair part(s))" -
k2 Trying to import one of my mods to K2, game CTD.
DarthParametric replied to The Frozen One's topic in General Kotor/TSL Modding
Similar, yes. Interchangeable, no. Models especially must be recompiled for the specific target game. -
k2 Trying to import one of my mods to K2, game CTD.
DarthParametric replied to The Frozen One's topic in General Kotor/TSL Modding
You can't just chuck K1 stuff into TSL. That's what is causing your crashes. -
The walkdist/driveanimwalk changes only affect the player rows, not the party member rows. It's not that causing it.
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GMax is a cut down version of Max 4 (circa 2000), and thus lacks a lot of features from even decade-old Max versions. If you can create an academic account then there's no reason not to take advantage of it and grab Max. Smoothing isn't the only issue the Blender script has, so if you plan on any future model work you really have little choice about using Max/GMax, and if you have the option of the former it's a no-brainer.
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Creating an academic account requires an EDU email address.
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It explicitly says no public distribution, so yeah that's out. I would suggest you get GMax from Turbosquid (free) and use that to fix the smoothing groups. Without a finished I/O script, Blender isn't up to the task of dealing with KOTOR models.
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Depends on the nature of the mod and what permissions he prescribed. From the screenshot it just looks like the vanilla model. What's the actual mod?
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I don't know how Blender does it, so I can't really help on that front.
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Looks like the cross-mesh shading issue. Grab one of the newer beta releases in the MDLEdit thread in the tools sub-forum. The latest should be something like 1.0.9b3, but it has problems with danglymeshes/AuroraFlex, so you have to revert back to an older beta for those (something like 1.0.6b). Make sure that both robe meshes have the same smoothing group ID to ensure consistent normals across the seam. No. Head textures specified in portraits.2da will be applied to the entire model, overriding any direct mesh assignments.
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The mesh needs more subdivisions, at least on that back part. And the split should just be done as actual geometry. I don't have the time or interest to spare in remodelling and remapping it at the moment though.
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Is that a stretching issue on the lower "skirt" part on the back there?
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I'm not sure that's particularly relevant to the job of making textures. It will need a proper custom shadow caster at some point, but for now I'm sure you can live with the standard skeleton shadows. Redownload from the above link.
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K1 Main Menu Widescreen Fix - Revan Edition
DarthParametric commented on DarthParametric's file in Mods
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Sure. I haven't looked at it for 2 years, so knock yourself out - https://www.darthparametric.com/files/kotor/k1/[K1]_Carth_Comics_Overcoat_Beta.7z
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K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
?? There's nothing to work out, just time to devote to it. The basic skeleton of the scene is already done and will be included in K1CP v1.8: All I have to do for the hologram version is edit a couple of extra scripts.