DarthParametric

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Everything posted by DarthParametric

  1. S_Female02 is the supermodel for most male models. S_Female03 is the supermodel for females.
  2. Do not use v0.5. That is the old redundant version from years ago. Download either MDLEdit, or MDLOPs v1.0. What you need to do is decompile the source model to ASCII, find the appropriate binary K1 supermodel (S_Female02 in this case) and put it in the same folder, then load the ASCII and compile as a K1 binary model.
  3. After you click the Install Mod button, try pressing ALT + Space and then Enter, then tap the Left Arrow key repeatedly and see if the browse window appears from the edge of the screen.
  4. I was thinking of something like this for the empty troughs on the sides of the landing bay: Although currently the lightmaps are really flat. Need to fiddle around with them some more.
  5. Here are some other parts of Dantooine with everything greened up: I also decided to address one of the long time minor annoyances I've had. In the Grove, in the cutscene where Juhani freezes your party members the grass planes get extremely stretched. This is exacerbated when you replace the grass plane textures with something a little taller. So I decided the best solution was to extend the stone slabs out a little further and remove the grass from that section. Before: After:
  6. If you want K1 animations back for vanilla models, you'll need to first create new uniquely named copies of the vanilla supermodels (edited to correctly point to the new names) and then edit the relevant body models to point those supermodels instead. As JC pointed out though, that is likely going to create head animation conflicts, so you'd probably have to create full body models to get around it. Not super practical outside a couple of prominent NPCs.
  7. For Dantooine, LL is ~2%, UL is ~8%. Despite that, you get a pretty heavy amount if you have more than a single flower head per quadrant.
  8. I would recommend overwriting a UTC every time over touching the TLK.
  9. The grass plane textures are actually 4 textures in one. The probabilities determine the percentages of each quadrant that are spawned (upper left, lower left, upper right, lower right). You may find it easier to create the diffuse and alpha mask for each separately, then bring them together in a single image.
  10. You'd be better off just replacing the UTC outright.
  11. MODs are not vanilla files. You have to create them yourself. You extract all the files from the vanilla xxx.rim and xxx_s.rim for a given module, then use the ERF/RIM Editor to pack them as a MOD. Once you alter a RIM, you no longer have a vanilla copy of the module. That can taint any future mod work. And if you lose the backup or subsequently install additional files over the top of it, you'll likely need to reinstall to revert to a vanilla state. Edit: You can also try setting LogLevel=4 in changes.ini, which enables debug logging. That might provide more useful info.
  12. Setting that, like so: [mycreature.utc] FirstName(strref)=-1 FirstName(lang0)=Custom Name should be enough, in theory. What does the TSLPatcher log say? Try using the latest exe from K1CP as that has a more verbose output. As an aside, I am curious as to why you are injecting into a RIM. You should pretty much never do that, aside from those couple of cases where MODs don't work. Is the Endar Spire one of those?
  13. It's an upscaled version of LDA_leaf01 (LDA_leaf02 and LDA_leaf04 use the exact same alpha mask, they are just lower res and have different diffuse). The vanilla texture has no TXI data, if that is what you are asking. However I am using downsamplemax 0 blending punchthrough Currently they are still TGAs, as I have encountered some rendering issues with TPCs with alpha masks that will need @ndix UR's input to resolve.
  14. Yes, that's an upscaled and recoloured leaf texture with a new clean alpha. The grass ground textures are also recoloured and the grass planes have all been replaced with new textures.
  15. If you want to add it manually to changes.ini, then you need something like [mycreature.utc] FirstName(lang0)=Testy McTesterton However, I would suggest that a better approach is to make use of ChangeEdit's differencing ability to make your life easy. Save a copy of the original UTC and a copy of your edited UTC. Then allow ChangeEdit to compare them and determine the changes: Don't forget to set the appropriate destination if it needs to be injected into a MOD.
  16. The StrRef field is a dialog.tlk reference. If it is set to -1 then you can enter a custom name. If it is set to anything else then that is the entry ID in dialog.tlk (used to allow dynamic updating for other languages).
  17. I noticed none of the trees in the interior module have moving branches, unlike the ones outside, so I swapped the static ones out for the danglymesh ones from the exterior trees:
  18. Only the biggest central one is a stump in TSL. And I find it hard to believe the side trees could have grown that large in the space of a such a short span on what is a temperate world. Maybe on a jungle world, but not Dantooine.
  19. Added the extra trees from TSL in (interestingly they aren't lightmapped, they just use a grey self-illum). I'm not sure about them just being plonked on the grass though. Maybe they need more of a garden bed around them. I also swapped the leaf texture for one that is higher res and brighter green. It always struck me as odd that Dantooine is so brown, at least in the K1 version. Especially in and around the enclave. I always thought things should be much more green and vibrant there, as a contrast to everything there being dead and brown in TSL.
  20. Both your issues are texture-based. I think there have been a couple of Force Lightning retextures. I'd track them down and have a look at what they did for pointers. Grass varies depending on what module you are talking about. K1 Dantooine has like half a dozen grass textures as I recall.
  21. I'm revisiting this now that porting is all fine and dandy. I have played around with various incarnations of TSL's ponds, with the addition of some flowers (derived from that giant Ithorian one). The TSL version has some trees behind the ponds, so I was thinking of adding some of those for a bit more consistency as well.
  22. If you want to stop combat before the enemy dies, you'll probably need to add a check to their OnUserDefine script, which checks for their hit point value and surrenders when it drops below a set amount. You may want to summon someone more skilled in scripting for advice on such things.
  23. You might want to stop the music first, then switch it, then start it again. You should be able to use those relevant commands I posted at the start of the thread. To play it after combat, assuming combat ends when the target dies, then like I also said earlier, attaching the script to the creature's OnDeath is probably the way to go.
  24. You should be able to use basically the same script, just change it to the appropriate row ID taken from the module's GIT instead of using the memory token. Alternatively, you could try the following trick. A cursory glance would suggest that the Day and Night tracks are the same, so you could try the following: void main() { int nTrack = MusicBackgroundGetNightTrack(GetArea(GetFirstPC())); object oArea = GetArea(GetFirstPC()); MusicBackgroundChangeDay(oArea, nTrack); }