DarthParametric

Modders
  • Content Count

    4,399
  • Joined

  • Last visited

  • Days Won

    492

Everything posted by DarthParametric

  1. No. I don't recall the permanent slow bug occurring in TSL. I've never even encountered it personally in K1, only seen reports of it.
  2. Having a look at the models, it looks like the head is using the Juhani clothes model as its supermodel. It might be worth just compiling it directly against S_Female03 instead. Not that it should make a difference in theory given that the clothes model has S_Female03 as its supermodel and has no anims of its own. Edit: Try the attached. TSL_p_juhanih_Recompiled.zip Edit 2: Ah, the head has a local Pause anim, probably worth nixing that and seeing if it makes a difference. TSL_p_juhanih_Recompiled_No_Pause_Anim.zip
  3. In the pictures above, the head itself is using the female supermodel. This issue occurs when such a head is paired with a body using a male supermodel. In your case it could be the reverse - a head using a male supermodel paired with a body using the female supermodel (although I assume that's not the case if you haven't recompiled the models yourself).
  4. No, it's what happens when a female head tries to use male body animations. You get a weird head tilt like this: It's because of the base female animations sticking their hip out, so the head has to be angled in the other direction in order for it to be upright. But when you pair the female head animations with the upright male body animations, the head ends up tilting.
  5. Sounds like you are using a male supermodel instead of a female supermodel.
  6. Yeah this is almost certainly a mod clash. Some random 3rd party mod that dumped some crap in the Override and broke something.
  7. That robe model problem has existed for more or less the entirety of TSLRCM (and was fixed in K2CP). It's not the cause of OP's Dantooine bug. A black screen issue is either a script or cutscene bugging out, presumably after having initially fired HoldWorldFadeInForDialog() and never gotten to firing the fade-in due to the sequence break.
  8. Primarily, yes, the ability to store the TXI data in the image file itself. It should be noted that the latest version of TGA2TPC has adjustable compression levels, so that may be worth experimenting with if you haven't already. It does seem like the default level of compression it uses is much more aggressive than Bioware's original implementation.
  9. It's from Cortisol, creator of Holocron Toolset. It's still a work in progress, but so far it can handle installing 99% of most TSLPatcher setups. Hopefully its capabilities will be expanded in the future as well (like adding new TLK patching functionality, for example). The fact that it is open source and in Python, a popular language, means there is potential for cobbling together a custom installer as I suggested above. I don't think anyone is using it as their primary installer right now (although technically HoloPatcher is designed to be standalone and work with existing INIs). But in the future I can see abandoning TSLPatcher and migrating K1CP to it once new features are added. Plus it offers native multi-platform support.
  10. Hrm, seems that the FOV is slightly smaller than I anticipated. The KOTOR camera FOVs are difficult to sync up to an equivalent in Max. The added lefthand emitter appears to be too far to the left, so I'll have to adjust that. Edit: OK, I have adjusted the FOV in Max based on your screenshot and resized/repositioned things to suit. Try the updated version attached. I've edited the placeholder image to add some concentric squares (albeit stretched horizontally when rendered) to give you some positioning guides. 3440x1440_K1_Main_Menu_v2.7z There are two existing lights in the scene. One about 1.5m directly in front of Malak that is a dark purple-ish colour set to only affect ambient, and another about 1m to the right of Malak at the top of the frame that is white and set to cast shadows. That's the one that is lighting Malak.
  11. Odd. It works fine on my end, albeit I can only see a 1080p section of it: The image is just a RGB/24 bit 4096x4096 TGA. You can try the attached TPC version and see if that works. But it was only intended as a placeholder anyway. Just use your own image and rename it "Pops_MenuBack" and it should work. Pops_MenuBack_TPC.zip
  12. Hrm, I had a look at it. I thought there might have been some additional structs but maybe I was thinking of a different GUI. Given that there is stuff that only appears to be rendered in debug mode (the module list and warp button), I would guess that there could be a hardcoded element to the font colours. Edit: Looking at my menu setup, I have extrapolated an approximate FOV for 3440x1440. The blue square is 1920x1080. I can export a model with the background plane scaled up to suit if you want. Edit 2: Can't really test it on my end, since I'm only running 1080, but try this: 3440x1440_K1_Main_Menu.7z
  13. It does look a hell of a lot cleaner certainly. There seems to be a bit of wonkiness with the blaster fire, and the shadows on the lead ship in the last shot dance around a bit, but I imagine those sorts of problems are more or less impossible to avoid since the AI is only working on a single frame at a time. Probably the best upscale result I have seen to date though. I'm interested to see how some of the others like the Ebon Hawk take-off/landings turn out. And how about something without a space backdrop like the revelation scene (31a), Malak and Revan at the Dantooine ruins (09), or the Bastila/Revan showdown (02)? I'd say your backdrop is too deep/thick. That was something I did initially on my menu surround as well. Try moving the backdrop plane forwards so the depth of the metal surround is only about a quarter of what it is in your screenshot. If you are playing on ultrawide then you'll need to stretch the background plane out further by editing the menu model in KBlender. My mod (assuming that is what you are using as a basis) only widens it enough for 16:9/16:10. You'll probably also want to an additional FX emitter on the lefthand edge to fill that gap you've got there. There are multiple entries in the GUI you are going to have to edit in order for it to be consistent. You've presumably only changed a single state currently.
  14. The error could be an issue with Max, although it would be more helpful if you showed the actual error message. I recall there were some material issues due to changes under the hood in more recent versions. @JCarter426 can you expound on that and provide your fix? Because it's a lot of work. In particular, once you start altering area meshes then you have to rebake all new lightmaps, and that's a bastard of a job. Add to that that the tools to handle area models fully have really only been around for the last five years or so, long past the peak of the game's modding activity.
  15. Extract the LYT and VIS. Extract the MDL/MDXs and their matching WOKs. Decompile the models to ASCII with MDLEdit (if using KMax - KBlender can load the binary models directly). Put the files in a folder together. In order to have KMax actually import the models when loading a LYT, you need to tick the "With Models" checkbox and add in the filename filter so it can find them. In the case of MDLEdit, that will be "-mdledit": For example, in the case of the Endar Spire Command Deck layout, m01aa.lyt, the first room model is "M01aa_01a" but the filename for the ASCII model (when decompiled with MDLEdit) is "m01aa_01a-mdledit.mdl.ascii", so you need to enter that suffix so that KMax knows to exclude it. By the way, if you haven't already you will want to extract all the textures from the game (extract the TPCs and use TPCView to batch convert them to TGAs). Then in Max go to Customize -> Configure User Paths -> External Files and click the Add button to pop up a browser to select the folder where the textures are. Now KMax can automatically load the textures when loading a model.
  16. Sounds like you are expecting a modular or tile-based system like Dragon Age Origins or Neverwinter Nights. KOTOR doesn't use either of those systems for its levels. It uses a room-based system, where each "room" (be it an actual indoor room or an arbitrary outdoor chunk) is a complete model. Said room model will be comprised of numerous meshes, split by diffuse and lightmap texture, plus walkmeshes, lights, emitters, etc. Due to the way walkmesh room linking works, you'll want to load entire level layouts (LYT) into KMax or KBlender to work on a given room.
  17. Which is exactly what I was suggesting. Just bypassing the need to ask for permission, since you'd leave supplying the content to the enduser. Again, exactly what I was suggesting. You create an installer framework on your end with everything except the raw assets. You'd have to create some stuff yourself from scratch, like certain scripts and so forth, but primarily what I was suggesting it for was the big ticket items like level models. The binary content is in the releases section. The script source and ini data is presumably what you are actually interested in though. Especially since there's the possibility of needing to merge them with K1CP alterations to those (or related) scripts that have happened in the time since that mod was first made. Yeah, it's not a full solution if you want to replicate K1R, hence why I only said I had done some of the work. You'd have to make some additional script changes to prevent one or the other being blocked (IIRC it's in the module's OnEnter). And DLG alterations, assuming there's not already vanilla provision for it.
  18. That one is pretty easy. I already did some of the script work for having multiple sets of disguises in a standalone mod - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension
  19. No, there are three head variants for each gender, six total. The vanilla K1 pajama face with N95 Covid mask, the red eyed TSL helmet, and the Scream TSL helmet. I tried to switch the UTCs so the was a reasonably even distribution. I think I posted a spreadsheet of the full breakdown at some point.
  20. Well you don't really need to. While DS rules mean you can't rehost a modified version of K1R. there's nothing stopping you creating an installer setup that relies on the enduser downloading K1R on their end so you can make use of its content. Current changes being made to PyKotor (the backend of HoloPatcher) make the installer side pretty feasible, and it's even probable with the Nexus API that you could automate the downloading of K1R if you wanted to go that far. At the very least you could automate the extraction of the assets once it was downloaded. That's of course assuming there's anything worth going to that much hassle for. I assume it would mostly be the level related stuff you'd want from it? Not that I personally think any of that is actually worth restoring in the first place.
  21. The three Masters on the Star Forge.
  22. No, one of them uses a TOR breath mask which is similar to the one Malgus uses. But it's a standard head slot item for Sith Warriors in TOR. Regardless, I plan to revise the three Master appearances at some point, as I don't like them much.
  23. The vanilla backup head for that NPC is #30, PFHA05.
  24. Bith use local overrides of the dance and dance1 animations for their instrument playing.