DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. Looks like the module is still using the vanilla UTC (and the appearance in that appears unchanged).
  4. 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.
  5. 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.
  6. It likely won't change unless you load a save before having entered the Tatooine Cantina for the first time.
  7. 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.
  8. All text in the game is in dialog.tlk (to allow for easier language translation). For Force powers, look in spells.2da for the StrRefs. The "name" column is the power's name, the "spelldesc" the description. For example, row 28 is FORCE_POWER_HEAL with name StrRef 287 and spelldesc StrRef 1228. If you look those up in dialog.tlk you get: <string id="287" soundlength="0.000000">Heal</string> <string id="1228" soundlength="0.000000">Light Side Power Prerequisites: Character Level 12 This power heals all party members in a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.</string>
  9. The one in black is clearly the larval form of a Bith.
  10. Any static surface colouration like that will always be baked lighting (i.e. lightmaps).
  11. Potentially. It will force an envmap with anything using an alpha, so it could lead to some screwiness on things that are actually meant to be transparent.
  12. Do you have a discrete GPU (i.e. , an actual video card) or are you using integrated graphics? If the latter, that's probably your problem. Mullet Man should be PMHC04, which is used by P_MAL_C_xxx_04, rows 175, 176, 177.
  13. You can try changing your character's appearance.2da row (or the added hoodless rows if you are playing a female) and changing the envmap column from DEFAULT to CM_Baremetal. If that doesn't work, you may have a GPU that doesn't support envmaps (Intel?), in which case the only solution is to delete the alpha channel from the textures, which will prevent the transparency.
  14. Dantooine is being added as well - https://www.swtor.com/info/news/article/20190404
  15. Looks like the OnEnter spawns in different UTCs based on the player's level, but the UTCs all share the same OnSpawn script which should set them patrolling between waypoints. I guess you need to check what is in the Override and if there is a tat_m18aa.mod what files in it differ from vanilla.
  16. Haven't ever seen it. I'd check the OnEnter if it has been edited, as I assume there is something there for respawning them.
  17. Here, extract this into your Override and see how it looks. [TSL]_PFHA04_Eye_Clipping_Fix.7z
  18. We haven't done much for the next version of K2CP yet, as we have been focused on getting the K1CP update out the door first. Following the release threads will let you know when a new version is posted, but there's not going to be any interim updates there most likely. I think there is probably a thread for it in the WIP forum, but no recent updates. You can check out the Github repo for it to monitor what's going on. I've raised an issue for the PFHA04 eye problem. Although given that a K2CP update release is off in the nebulous future some time, I'll probably just attach a copy of the fix for you here once it is done.
  19. A bit of vertex shuffling should fix it up. We'll add it to the list of things to add to K2CP.
  20. Typically a level will have numerous lightmaps. I believe the Upper City Cantina, of which the arena is but a small part, has something like 60. The ceiling of the arena uses the same lightmap as the rest of it. Your problem is likely that the lightmap is terrible and the area in question is only a few pixels.
  21. Lightmaps are assigned per mesh in the same way as diffuse maps, so no, they can't be renamed without editing every instance of a mesh that uses them. But that wouldn't gain you any real advantage anyway. You can edit the lightmaps and place them in the Override. They are unique, so there is no issue with doing so. However, you won't get much mileage out of trying to manually edit them. I think this is the sole lightmap for the entire arena:
  22. Lights are in the level models. But Odyssey uses baked lighting, so those lights aren't the ones that actually light the scene. If you wanted to change the lighting, you'd have to recreate the lighting in Max/GMax and bake new lightmaps. Pretty much nobody does that because it is a complete pain in the ass (and in many cases impossible to accurately recreate anyway).
  23. Only if you injected the model into a MOD for the appropriate module.
  24. Yes, it uses the same OpenGL DLL hijacking trick that Reshade and similar things use, so you can only have one at a time. Do you have PMHA05.tga in your Override folder? If not, then presumably your GPU doesn't like the Blending Punchthrough semantic. What video card do you have?