DarthParametric

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Everything posted by DarthParametric

  1. She's using the Jedi_White_Female appearance, which doesn't use player robe models. She is unaffected by the current version of the mod.
  2. I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  3. Version 1.0.1

    5,809 downloads

    This mod changes the Dark Jedi appearance (male and female) from a skin tight jumpsuit to the TSL Knight robes (ported to K1 by JCarter). The hood and head of the original models have been retained, with the hood being worked into the torso mesh to make it a more natural looking extension of the cloak. Two extra masked head variants have also been added, ported from the TSL Dark Jedi/Assassins. The Dark Jedi you encounter throughout the game have had their appearances diversified between these three versions, along with swapping a few genders here and there. Additionally, the three Dark Jedi masters on the Star Forge have been given unique appearances. This mod takes advantage of the port of TSL’s robes added by @JCarter426’s mod “JC's Fashion Line I: Cloaked Jedi Robes for K1”. As such, that mod is a prerequisite. You must at the very least install the supermodels from JC's mod (S_FemaleXX/S_MaleXX), as this mod will not function correctly without those. Compatibility: As mentioned, the mod relies on JC's robes mod. As such, any other mod that alters the supermodels will not be compatible unless based on his supermodels. The mod changes the base vanilla appearances of the four male and one female Dark Jedi. It will not be compatible with any mods that alter those. The mod makes extensive module changes. Make sure that any mods that brute force MOD file installs, like NPC Overhaul or K1R, are installed first. Acknowledgements: Thanks to @JCarter426 for making the modder's resource used to make these robes available, for helping out with script edits for the Star Forge Deck 2/3 modules to diversify the random spawns, and tracking down the obscure spawn origin of one particular group Thanks to @Fair Strides for the edited version of TSLPatcher capable of handling duplicate filenames Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource Masks for two of the Masters on the Star Forge ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Thanks to @akimbo73 for pointing out the TSLPatcher issue with the SF Deck 3 module
  4. It might be because the blade planes are considered their own separate node type. While the ASCII has a mesh alpha value, that may not carry over to the binary model, or be used by the game. That would be a question for bead-v/ndix UR. As to the Ajunta Pall model, no, that was a model hierarchy issue. The game apparently crashes when you have skinned meshes using mesh alpha below trimeshes with mesh alpha in the hierarchy.
  5. You could try editing the saber models and setting the mesh alpha of the blade planes from 1.0 to something like 0.9. You may have to incrementally adjust the value to see what it looks like. But it's probably never going to render the way you want it to.
  6. There are various sound-related script snippets in the thread of ebmar's that I linked to in the previous post. If you want visible lightning, I would think the best approach would be to add some planes to the skybox model (typically that is its own "room") and then animate their visibility and set it as a scriptloop animation for the room. Then it can be called via script as needed. // Room Animation Constants int ANIMATION_ROOM_SCRIPTLOOP01 = 1; //Up to 20 animations are possible // 738: PlayRoomAnimation // Plays a looping animation on a room void PlayRoomAnimation(string sRoom, int nAnimation); There are a few different ways you could approach this. You could have triggers around the level that fire when the player walks past. You could hijack existing scripts that fire during certain events. You could add scripts to dialogues, if that is appropriate. You might be able to have some sort of timer-based approach, probably triggered via the OnEnter, but that's more the realm of scripting gurus to address. The way you'd want to set it up would be to have a couple of room scriptloops you can switch between, a base one that does nothing and then one or more that controls the visibility of the lighting. Then the scripts would switch between them so the lighting only occurs when you want.
  7. Modding standards. Just chucking stuff in the Override is lazy.
  8. Yes. At least if you want to make a public release. I may be mistaken, but I believe you can only specify a single ambient sound track. However, similar to what @ebmar asked about in a recent thread, you could probably use scripting to get around this. In fact given your comment about thunder, you may be better switching them so that the rain is the default track and the thunder is one you script to play at various instances. You could also potentially harness the same scripting to play a room animation that adds some lightning VFX.
  9. The mesh is split along UV seams. We always traditionally had a problem where ye olde MDLOps was unable to smooth across such seams, but this was fixed in more recent revisions of MDLEdit. I believe it is also fixed in MDLOps, it just hasn't been pushed to the public release. The reason you get a hard seam is there are two sets of verts at each point along the seam, and each has their own normal. When you unify these into a single averaged normal, you get a smooth transition across the seam (i.e. no visible seam). It should be easy to visualise this in Max/GMax if you decompile that model, load up the ASCII and add an Edit Normals modifier.
  10. That has nothing to do with normal maps. It's a smoothing error.
  11. You can also currently get an Old Republic flair: from the Anniversary vendor on the fleet, found in the Strongholds section. The vendor also has a number of stronghold decorations and, most importantly for new players, a holostatue which will allow you to purchase new skills out in the field without needing to visit a trainer. All of it is free until January 15, I believe.
  12. A model is the entire...container, for want of a better term. A mesh is the polygonal geometry within the model. Typically a model is comprised of multiple meshes, although in some cases, such as VFX, there may be no meshes at all.
  13. Custom models. You don't need to touch the meshes, just the texture assignments.
  14. Yeah that's fine. You can still save the NSS. DrMcCoy (lead Xoreos dev) explains here why certain scripts fail to decompile.
  15. I would guess you tried decompiling it with TSL's nwscript.nss. Make sure you are using the version with K1's nwscript.nss, as I suggested by having two separate versions. If that still doesn't work, then you probably have JCarter's disease. He can't decompile certain scripts which other people can for some reason.
  16. It's a Java executable, so all you do is double click it to run it (assuming you have the Java Runtime Environment installed). After that you simply browse and load the NCS file you want to decompile. When you close the file, it will ask if you want to save it as an NSS. You need a copy of nwscript.nss in the same folder, but I would advise making two copies of the program in two separate folders. Set one up with K1's nwscript.nss and the other with TSL's nwscript.nss.
  17. I use a generic batch file and input the offset required: @echo off set /p byteno="Please enter the number of bytes to trim from the header: " for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=%byteno% pause
  18. I would assume obfuscation is the only practical reason.
  19. They have a double/triple fake MP3 header of 470 bytes.
  20. By version I meant unpatched CD version? Steam/GOG? For ease of viewing, you may want to convert the TLK into an XML with Xoreos Tools. You can use this batch file with it: @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the TLK (without extension): " tlk2xml --%gametype% %tlkname%.tlk %tlkname%.xml pause Paste that into a text file and rename it TLK_to_XML.bat then put it in the Xoreos Tools folder alongside a copy of dialog.tlk (you may want to rename it k1dialog.tlk in case you also want to convert TSL's later). You'll need to use TSLPatcher's TalkEd if you want to release a mod with TLK changes.
  21. If you pressed the Install Mod button first and it is the main window moving then presumably it is not generating the browse dialogue window at all. What OS are you on? Your only other practical option would be to set the auto-detect flags in tslpatchdata\changes.ini and have it select the game's install location automatically. Change LookupGameFolder=0 to LookupGameFolder=1 and set LookupGameNumber= to either 1 for K1 or 2 for TSL. If you are using the Steam or GOG versions, you will first need to add registry entires to point to your install location, as TSLPatcher only knows about the original CD version. Use the info in this post: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?do=findComment&comment=47386
  22. You don't use the replacer function. And the head fix is only for head models, not body models. If you want to use MDLOps, simply set the Target Game to K1, hit the Select File button, change the drop-down to ASCII Model Files and load your ASCII, then hit Read and Write Model. That's it. If you want to use MDLEdit, set the game to K1, File -> Load, select your ASCII, wait for it to load into memory, then File -> Save -> Binary.
  23. Old MDLOps did some hackery to get models to compile. MDLEdit generally doesn't like anything compiled by it. Use MDLOps v1.0 to decompile it. It should retain backwards compatibility.
  24. MDLOps requires you to manually enable the head fix flag in its "Write Binary" settings. PFBIM decompiles fine with MDLEdit for me. You must be using an old version.
  25. S_Female02 is the supermodel for most male models. S_Female03 is the supermodel for females.