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Everything posted by DarthParametric
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K1 Monitor Frequency Fix
DarthParametric replied to Marauder's topic in Knights of the Old Republic General
No. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate. -
The UTCs in the MOD are pointing correctly to my custom hologram appearances. But I suppose I didn't reckon with people just dumping crap in the Override. @KoeJordan You said you didn't see candholo.utc in any of your "installation folders", but can you confirm it is not in your Override folder? The same goes for revanholo.utc
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That would suggest that the issue is something else then. Not sure what, as there isn't really anything special going on in that scene. You might just have to live without it. It's not critical to the game.
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The first thing is to establish whether the crash is caused by my models or something else. Copy the models from the TEST folder in the attached archive to your Override folder, overwriting when prompted. Check if it still crashes. If it loads without crashing, you won't see either Revan or Canderous but that's expected. Holo_Crash_Test.7z
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Not without manually editing every single module in the game, no.
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You need to attach a screencap of the issue.
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You patched the exe with UniWS and ndix UR's patcher?
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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.
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The UTC is in the MOD.
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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?
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Seems like the corners of the skybox model are pretty noticeable.
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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
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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.
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Requesting Some Decompiled Scripts Please
DarthParametric replied to CarthOnasty's topic in General Kotor/TSL Modding
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. -
Game breaking bar shaddaa glitch
DarthParametric replied to Ashla's topic in General Kotor/TSL Modding
Are you using TSLRCM? Seems like the sort of thing that would have addressed. -
Kotor DX 11 or 12 renderer?
DarthParametric replied to Makashi's topic in Knights of the Old Republic General
No. That wouldn't be a "mod", that would be an entire recoding of the engine from the ground up.- 1 reply
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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.
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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
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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.
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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
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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.
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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
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