-
Content Count
4,737 -
Joined
-
Last visited
-
Days Won
539
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
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 ChilledTwo'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 ChilledTwo'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.
-
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.
-
Creating an academic account requires an EDU email address.
-
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.
-
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?
-
I don't know how Blender does it, so I can't really help on that front.
-
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.
-
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.
-
Is that a stretching issue on the lower "skirt" part on the back there?
-
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.
-
K1 Main Menu Widescreen Fix - Revan Edition
DarthParametric commented on DarthParametric's file in Mods
-
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
-
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. -
I would actually prefer you report issues directly on Github if you are willing to do so. That's exactly what the issue tracker is for. If you want to repost all these over there, that makes my life easier.
-
We already know why. The same reason they made a bunch of other head swaps for the PC version. To try and increase the diversity a bit. Anyway, this is not a subject open to debate for K1CP, so kindly take any further discussion of the matter to a different thread.
-
whats new? Move aside, Malak!
DarthParametric commented on ebmar's gallery image in Screen of The Week
- 5 comments
-
- 2
-
-
- darth revan
- main menu
-
(and 5 more)
Tagged with:
-
Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
You don't want to do that by the way. You want to create a MOD and inject your changes into that. Edit: Try this @Stormie97 and see if it works (you'll need to add your item's template name and compile it): void main() { object oStore = GetObjectByTag("m_202_001", 0); // To make sure the item only spawns once, check Dendis for the presence of // a custom local boolean we'll create. If it returns false, spawn the item. // Since the DLG we are firing the script from is owned by Dendis, we can use // OBJECT_SELF for any call that requires a target object, like the boolean set/get. if (!GetLocalBoolean(OBJECT_SELF, 66)) { // The check returned false, so set the boolean to true so that the // item won't spawn a second time on future triggers of this script. SetLocalBoolean(OBJECT_SELF, 66, TRUE); // Create the item in the store's inventory. The values are of the form: // Item template resref (string) / target (object) / item stack size (int) CreateItemOnObject("item_template_here", oStore, 1); } } After compiling it, you'll also need to edit Dendis's DLG and add the script name to one of the nodes. I would put it in the Script #2 slot on Reply 9 ("Just let me shop"). Just make sure not to replace any existing script. -
Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
You could spawn it via script, either adding it to the store or a container. There would be a couple of ways to go about it. Hijack the module's OnEnter script and have it spawn it (and use a local boolean to make sure it only spawns once). Or edit the merchant's DLG and add a spawn script on a repeated node (like the generic greeting they always do, etc.) that does a similar check/spawn. -
Adding a custom item to a merchants inventory (TSL)
DarthParametric replied to Stormie97's topic in General Kotor/TSL Modding
If you are loading a save in the module it won't work, as the save will have a copy already stored in it (inside the specific module's GIT). You'll have to load a save from before entering the area for the first time to see the changes. -
K1 Main Menu Widescreen Fix - Revan Edition
DarthParametric commented on DarthParametric's file in Mods
It will still work, the background will just extend past the edges of the screen and the bit around the menu buttons will be stretched too wide. But other than that it would be fine. It doesn't alter the function of the menu in any way - that's all GUI stuff. Install the mod and then try extracting the attached and dropping it in your Override and see how that looks. DP_K1MenuBack_4-3.7z
