DarthParametric

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Everything posted by DarthParametric

  1. You patched the exe with UniWS and ndix UR's patcher?
  2. As per the instructions/readme, the map does not scale. That's not controlled by the GUI files, it's controlled individually by each module. As to the GUI itself, it doesn't scale it, it positions it properly to fit a widescreen resolution.
  3. Both holograms are using appearance rows pointing to my custom models, so there shouldn't be a crash related to third party mod replacing the vanilla models they normally use. Are DP_HoloRevan.mdl/mdx and DP_Canderous.mdl/mdx in your Override?
  4. Seems like the corners of the skybox model are pretty noticeable.
  5. PMBIxx/PFBIxx (xx = 01-10) should be the ones you are looking for. All the armour textures follow this PSBAxx format. P = Player S = Sex. M/F for male/female B = Body A = Armour class. A is underwear, B is clothes, C/D/E/F/G/H are armour, I/N/M are robes, J is Revan's robes, K is the armoured flight suit, L is the dancer's outfit. In K1 this only goes up to J. xx = Texture variant
  6. DarthParametric

    Dawn Rider

    These violent delights have violent hats.
  7. https://deadlystream.com/topic/5632-black-line-in-middle-of-face/?do=findComment&comment=59000 The short answer is that it should limit how far in pixels the texture can wrap.
  8. The robes should only be transparent if you are using a third party texture mod. You'll need to edit PMBJ01/PMBJ02.tga in your Override folder and set the alpha channel to solid white.
  9. Have two copies of DeNCS, one for each game with the game-specific nwscript.nss. Read the readme that comes with it. Although DeNCS will not decompile every script. Some scripts simply cannot be decompiled and the best that can be done is to look at the bytecode.
  10. Are you using TSLRCM? Seems like the sort of thing that would have addressed.
  11. No. That wouldn't be a "mod", that would be an entire recoding of the engine from the ground up.
  12. You'll want to download them both again. In my haste I forgot to set the material colour, so the textures on the prior version will be pretty dull. I've fixed that and re-uploaded the files.
  13. I didn't have one to hand, since the original model was made for a K1-specific mod called the "KOTOR Weaponry Improvement Project". Must be nigh on a decade now since those days. I'm not even sure if it is available any more. The Nexus Gamefront mirror of it is blocked, but it doesn't seem like new Gamefront actually has it. Anyway, I realised after decompiling it to recompile a TSL version that, as was the way with old MDLOps, the UVs were screwed. So I had a dig around the depths of my hard drive and managed to find the source model. I've exported a clean new version with KMax and compiled both K1 and and TSL versions with MDLEdit, so that should eliminate any texture problems there might have been. Although I haven't tested them, so let me know if any problems crop up. Revised K1 version is still at the link above. TSL version - https://www.darthparametric.com/files/kotor/tsl/[TSL]_DL-44_Default_Blaster_Pistol_Replacement.7z
  14. Like I said, it was just enabling the eye mesh's self-illum. One of the trimesh variables is selfillumcolor, which specifies a greyscale colour value that will be multiplied across the texture applied to that mesh (the same as a solid single colour layer set to Multiply blend mode in PS, essentially). For most meshes it will be set to the default black, but if you want something to glow, like say the lights in the Ebon Hawk cockpit, then you can change the colour all the way up to white. Generally speaking, you do not want to be using self-illum across an entire model. You'd typically break out only those sections that need to glow as their own mesh. only enabling self-illum on those. So if you wanted glowy strips on a set of armour, you'd probably want to add those as new separate meshes (which for armour means they'd need to be skinned so they deform with the rest of the model). There's no specific tutorial on it. You'd need to look at general tutorials covering how to deal with KOTOR models. That's not going to work for a mesh-based self-illum approach. At least not if you mean only having it enabled for the DS transitions. It's a static value. It's not alterable without recompiling the model, outside of animating the value, but that isn't applicable for alignment transitions.
  15. Here, try popping this in your Override. That's mesh self-illum for the eye meshes, as high as it will go. It can be toned down if needed. [TSL]_PFH_TOR_Kira_Eye_Self-Illum.7z
  16. Yeah CM_Bright is a psuedo-emissive texture solution. Good point, I forgot about that. Probably easier to use that instead, although it still won't really get you the same sort of effect as TOR. The problem you will have is that any head that uses an alpha mask for hair transparency won't work, as you can't have both transparency and an envmap mask. And because heads use texture overrides for DS transitions, you can't use a separate texture for the eyes.
  17. I made an ANH Greedo Killer DL-44 way back in the day. https://www.darthparametric.com/files/kotor/k1/[K1]_DL-44_Default_Blaster_Pistol_Replacement.7z I also made a DH-17 - https://www.darthparametric.com/files/kotor/k1/[K1]_DH-17_Default_Blaster_Rifle_Replacement.7z And an E-11 - https://www.nexusmods.com/kotor/mods/70 / https://www.nexusmods.com/kotor2/mods/62
  18. Glow (emissive) is not a texture effect in Odyssey, it's a mesh effect (self-illumination). But you won't get anything like like the sort of effect with glowing eyes that you would in TOR, or emissive more generally in other engines. The engine simply isn't capable of it.
  19. No, GMax lacks Skin Wrap. And in Max you are better off using SkinUtilities if you trying to remap weights to a modified version of the same mesh. Far more accurate. In any event, if you are trying to split a mesh without destroying the skin then the way to do it is, starting with the original single mesh, select all the polys you wish to either keep or split off (whichever is easier), then make a copy of the mesh (make sure it's an actual unique copy and not a clone). Now on one mesh delete the selected polys, and on the other invert the selection and delete. Now you have your mesh split with the original skin weights intact.
  20. Looks like the module is still using the vanilla UTC (and the appearance in that appears unchanged).
  21. You can open it with ERFEdit, which is in the Tools section. Or just zip it up and attach it and I'll take a look.
  22. Do you have a tat_m17af.mod in your Modules folder? It's unlikely, but it's possible some other mod changed her to a different UTC.
  23. It likely won't change unless you load a save before having entered the Tatooine Cantina for the first time.
  24. You can't currently edit existing TLK strings in-place without replacing the entire dialog.tlk file, which is obviously not desirable outside of extreme revisions that alter the entire file. TSLPatcher can only append, which means you need to add your modified strings as append strings with TSLPatcher, and then edit the appropriate name/spelldesc cells in spells.2da to point to your new added StrRefs. The PDF included with TSLPatcher should explain all this.