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Everything posted by DarthParametric
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Mod Thief on Steam Workshop
DarthParametric replied to Sith Holocron's topic in Knights of the Old Republic General
Unless it's a company hitting them with copyright infringement, I doubt Valve will bother doing anything. -
Mod Thief on Steam Workshop
DarthParametric replied to Sith Holocron's topic in Knights of the Old Republic General
They will typically do a takedown within a few days of a report. -
Mod Thief on Steam Workshop
DarthParametric replied to Sith Holocron's topic in Knights of the Old Republic General
It has been reported by multiple people as I understand it. Unsurprisingly, Valve is not interested in doing anything about it. -
I couldn't say. But looking at k_sup_grenade should be instructive for how grenades work.
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Traps should just use a Reflex save. If successful you take only 50% damage.
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Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I was more interested in where DLGEditor is pulling the numbers/names from. -
That's a smoothing issue. Try the updated version in the Github link to see if that fixes it.
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[K1] DK ROBES MOD FREE LOOK CAM GLITCH
DarthParametric replied to Huskfox's topic in General Kotor/TSL Modding
It would appear these are retextures of the N_JediCounM/F models, and as such they lack the FreeLookHook (since they were never intended to be used by players). Based on a hex comparison, the included models are just straight duplicates of the vanilla models that have been renamed, not custom/edited models. As such, the OdysseyBase names weren't changed, which at the very least likely generates an error log in the game's directory, and may possibly cause issues in some circumstances. The solution is to decompile the models and add the hook nodes (and rename the OdysseyBases at the same time). Since these are just vanilla models, there are no issues with editing/rehosting someone else's content. Try these. I have transplanted the FreeLookHooks (and also the MedalHooks) from the regular PxBIM models. [K1]_Fix_For_DK_Robe_Replacement_FreeLookHook.7z -
[K1] DK ROBES MOD FREE LOOK CAM GLITCH
DarthParametric replied to Huskfox's topic in General Kotor/TSL Modding
All body models have a FreeLookHook which is where the 1st person camera attaches to. The body model in that mod either put it in the wrong spot, or possibly it lacks one altogether so the camera just attaches to the HeadHook. Either way, the model would need editing. It's up to the author to fix, or you'll have to do it yourself. -
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I wouldn't say bugged, given that it was an intentional decision by Oldflash, but yes it is a little undersized when you compare it to the vanilla hilt mesh. But he sized it based on diameter in order to prevent it clipping through the hands. The clipping of the blade planes is due to the positioning, as the hilt is also a little high and the emitter is a little small even for the scale of the rest of the hilt.
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You're thinking of KOTOR Tool. MDLOps is a completely standalone model compiler/decompiler.
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Install K1R+K1CP (that use TSLPatcher) on Linux
DarthParametric replied to gnutix's topic in General Kotor/TSL Modding
You can use the existing TSLPatcher exe from 1.7 (nothing has changed on that front), but the public 1.8 repo currently doesn't include any binaries - no compiled scripts, models, textures, modules, etc. Because we don't currently have blanket permissions from the various contributors to host outside Deadly Stream, the public repo only has the config, readmes, and script source. That may change in the future, but for now public access to the full release will only be via Deadly Stream as and when it is updated. Have a look at the comments for the KOTOR Font Tool. That's as good as you are going to get. -
It's part of Oldflash's Movie-Style hilts mod - https://www.gamefront.com/games/knights-of-the-old-republic/file/movie-style-replacement-lightsaber-hilts If you just want that hilt, just only use that model and its textures. You'll need to recompile the model in order to use it in TSL. You'll have to use MDLOps v1.0 for that, since MDLEdit chokes on models compiled with ye olde versions of MDLOps, such as this one.
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Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
You'll need to do a ClearAllActions on them first. AssignCommand(oTarget, ClearAllActions()); AssignCommand(oTarget, ActionPlayAnimation(1234567, 1.0, -1.0)) You could try something like ANIMATION_LOOPING_PAUSE for 1.0 or something like that. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Yeah you'd ideally want to specify the three animations across three DLG nodes, just like is done in the Hanharr/Mira scene. You could try scripting it, but I suspect that would have problems between each animation. Cobbling it together as a stunt animation would probably be the best bet, since you could adjust the scene exactly to make sure you get proper alignment (unlike what is shown in your Sion screenshot), but that would require 3DS Max shenanigans and static cameras for the entire scene. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Scripting animations in TSL requires adding 10,000 to the ID in animations.2da. So 10460 in the script is animation 460, i.e. Damage_Force_Crush. The 121 in the first line is a constant in nwscript.nss, ANIMATION_FIREFORGET_FORCE_CAST. I'm not exactly sure where the animations in a DLG are pulled from. The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this. But all that aside, what you have pictured there with Sion/Atton is not the Force Crush animation, those are the Hanharr/Mira cutscene animations. On the supermodels, the animation Atton is using is named CUT026L while the one Sion is using is named CUT022L. Looking at 303mira.dlg, the interesting thing is that Mira's middle looping animation (CUT026L) doesn't have a proper reference. Hanharr uses 1421 LIFT_CHOKE_HOLD but Mira uses 1425 SIT_CHAIR_DRINK. The only three animations on her body model are CUT025 / CUT026L / CUT027 (being picked up, looping in mid-air, being dropped), so it doesn't appear to be an animation override (since sitting in a chair drinking is animation animloop02 on the supermodel). The good news is though that you can script those animations simply by adding 10K to the value shown in DLGEditor, assuming you can't add it directly to the DLG. Using: AssignCommand(oTarget, ActionPlayAnimation(11425, 1.0, -1.0)) will play the same animation Atton is using in your screenshot. But you'll also want to bookend that with being picked up and dropped, assuming you are going for that specific sequence. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I don't know if a DLG will respect anims specified directly on a reply node. I seem to recall in K1 not having any luck with that. But you should be able to script it. Although in both cases the actual node isn't what you see in the pic above, as you haven't chosen it yet. You may actually need to insert some dummy nodes that fire an animation beforehand so they are playing while the player waits to make a choice. Or fire the script on the previous entry with a delay so it starts once the NPC's VO finishes. The Sith Lord power Crush? Edit: Ah, LIFTED_CHOKED. -
The textures weren't a fix. The pink was intentional to see if that shows up in the line. A different colour might have been better. As to the model, whoops, forgot to enable the headlink. This should be fixed: <removed> Edit: It doesn't warrant a formal DS release, since this is not a universal problem, but if anyone else needs it, you can find it here - https://github.com/DarthParametric/TSL_Atton_Head_Black_Line_UV_Tweak/releases/latest
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Based on the UV layout, It sure seems like the same problem. First step, throw these textures in your Override and see what the line looks like. <removed> After that, you can delete those and then try this model with slightly altered UVs with the vanilla textures. <removed>
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress