DarthParametric

Modders
  • Content Count

    4,568
  • Joined

  • Last visited

  • Days Won

    514

Everything posted by DarthParametric

  1. As mentioned at various points, self-illum is a trimesh setting, so it requires editing the model. Depending on what you are doing, you might get away with just editing an ASCII in a text editor, but if you need to make physical alterations to the mesh/es then you'll need to edit the model in Max/GMax in conjunction with the KOTORMax script.
  2. Editing models (either creatures or levels) will require Max/GMax with the KOTORMax script and MDLEdit. Although on the creature side you could conceivably mash something together purely by editing ASCII models in a text editor.
  3. I'll say. So many replacement body parts I could harvest. If anyone knows of a secret Island-like setup, let me know. I'll also happily take a ScarJo clone.
  4. I think they are both actually placeables. Or at least there is a placeable Kreia corpse. But there is also a stunt Kreia creature in the module as well, so I don't know which one they used (or whether TSLRCM made any changes).
  5. Any surface you want a creature to be placed on must have a walkable walkmesh. In your example, both Kreia's bed and the one with torch corpse on it have a walkable walkmesh chunk in the middle of their respective beds (along with a surrounding non-walkable barrier to prevent the player getting on there).
  6. You don't want to create an actual placeable model. You want a regular creature model, just full body (assuming it is a creature with a separate head). Then you just add a new row to placeables.2da and specify your creature model. Look at some of the vanilla "siiters" for examples of how to do it (rows 199-212). In order to get it to animate, you'll need to add a an ANIMLOOP animation to it. The existing supermodels only have sitting, sitting & drinking, and sitting & playing Pazaak (ANIMLOOP01 through 03, respectively). You'll need to add a copy of whatever animation you want to use onto your model and name it ANIMLOOPXX (available numbers are 04-10). You should then be able to set the animation state in the UTP and/or script it. Alternatively, you could stick with a regular creature and rely on editing the level model in order to create a suitable walkmesh to allow it to lie on a bed. The Ebon Hawk module does this, for example, in order to place the player and Visas on the med bay bed in cutscenes in TSL.
  7. Does it tell you how to specifically use it though? It didn't seem to actually do anything when I tried it. What's the exact procedure?
  8. You can always put them back after the 30 seconds you see the guys in the tanks. Otherwise, check the TXI for the texture in question and make sure it has the semantic blending additive in addition to whatever else it has.
  9. Are you using any texture mods? Check your Override folder for the presence of LSI_Bact03.tga/tpc/txi and delete it/them.
  10. Creatures can only spawn where there is a walkable walkmesh. Placeable beds will have nonwalkable walkmeshes (to prevent you clipping into them). If this is TSL, your best bet would be to create a new placeable that uses a full body model creature. You don't want to do this in K1 for a publicly released mod because of the placeables.2da row limit.
  11. Ah, so that was your doing. I wondered why that suddenly happened seemingly out of nowhere. I pray the deal gets altered further.
  12. If the IDs were starred out I would guess that is what is causing grief. Never do that.
  13. Yeah, that's it. Personally I'm all for an open season policy, or at the very least other Star Wars games, but the powers that be have deemed that verboten. Thus porting something from Overwatch is a good way to get yourself banned no doubt. If you have a problem with it, you'll have to take it up with dark overlord @Tyvokka.
  14. That should be what the Mass Key Tweaker is supposed to do, but I don't recall ever getting it to work. Perhaps @bead-v can be persuaded to return from exile and provide some specific instructions on how to use it.
  15. Is the existing height static? Or is he moving up and down throughout the animation/s?
  16. The Key Ops tool is the one you want for what you want to do. You need to select everything in the scene before activating it, then when the window pops up hit the Auto button in the mapping section. This sets the source and target nodes to the same. Then in the top panel you simply set the operation type to Move, and on the righthand side input the frame range and the target frame you want the new range to start at. Note that this will overwrite any existing keys in the target frame range, so make sure it is empty. Also make sure you adjust the new frame range in the OdysseyBase's animation list, or they won't be exported. Edit: I just realised you meant adjust the position value, not the physical position of the keys on the timeline. Whoops. Depending on how complex the animation is, it might be easier to just edit the ASCII. Can you provide more specific info?
  17. Yeah, I see the vanilla script is: SetGlobalNumber("K_SWG_BASTILA", 13); Just wanted to confirm whether any updates were required for the existing v1.0 scripts for K1CP.
  18. @Markus Ramikin what are the specific changes in 1.1? A quick glance suggests only the addition of an empty k_punk_bastadd. The other scripts seem the same.
  19. The IDs were starred out? Or just the rest of the row? The latter should be irrelevant.
  20. Yeah there's basically a row limit beyond which the engine will wrap around back to the beginning of the file. I had thought the appearance.2da limit was higher than that, but it wouldn't surprise me. Bioware only needed to account for their required vanilla row count after all. Obsidian addressed this in TSL (although I'm not sure how far they raised the limit), but you are out of luck for K1.
  21. You can either transplant the hair mesh node/s from the mod's model to my model, or transplant the head mesh node from my model to the mod's model. Should work either way.
  22. Ah, the second one adds a mullet. No, there is no alternative solution, since the model skin weights need editing. You'll need to contact the author of the second mod and advise them to fix it themselves, or choose between fixed deformation or changed hairdo. You could fix it yourself if you know what you are doing, but it would require either editing the model in Max/GMax, or possibly doing some swapping of nodes in an ASCII model.
  23. The model has some bad deformation. It's nothing to do with mods, it's a base game issue. This will be fixed in the next version of the K1 Community Patch, but for now you can download a fixed model from this post.
  24. Yeah it might be possible to move her in the previous wide shot perhaps. But while she would be masked better in that angle, the problem is still the same. Namely that there is no sufficient animation to get her from her starting point to where she needs to end up. Hence why I was doing it offscreen. Edit: This needs some further adjustment, but how does this strike you as a general concept @bead-v?