DarthParametric

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Everything posted by DarthParametric

  1. Custom models. You don't need to touch the meshes, just the texture assignments.
  2. Yeah that's fine. You can still save the NSS. DrMcCoy (lead Xoreos dev) explains here why certain scripts fail to decompile.
  3. 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.
  4. 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.
  5. 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
  6. I would assume obfuscation is the only practical reason.
  7. They have a double/triple fake MP3 header of 470 bytes.
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. S_Female02 is the supermodel for most male models. S_Female03 is the supermodel for females.
  14. 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.
  15. 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.
  16. 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.
  17. 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:
  18. 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.
  19. 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.
  20. I would recommend overwriting a UTC every time over touching the TLK.
  21. 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.
  22. You'd be better off just replacing the UTC outright.
  23. 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.
  24. 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?