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Everything posted by DarthParametric
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Scoundrel Clothes with Scout Legs For TSL
DarthParametric commented on DarthParametric's file in Mods
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- 260 comments
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- 2
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- patch
- compilation
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(and 4 more)
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Sure, go ahead. You'll want to test them in-game first to make sure they work though as I didn't do that. Also the UVs might need to be tweaked to suit your textures.
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Try these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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Sounds like it is trying to load a model that doesn't exist or is broken. Most likely an appearance.2da issue.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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TOR Ports: Jaesa Willsaam Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
The Workshop folder? The standalone English version should be in <Library>\steamapps\workshop\content\208580\485537937 but other languages or the combined TSLRCM + M4-78 will have a different mod ID. You'll have to check it on the Workshop. But you really should not use Workshop mods for TSL and I won't be offering any support for it. -
Hrm, guess that was the improved version. I probably should work on it more. Not that I suppose you'll get too close to it in-game.
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Nah, not talking about the datapad. The arm is still the same. That stump is just two polys. I thought I gave you a version that was a bit less angular and low poly.
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Hrm, that looks like the first arm. Didn't I give you a better version of that with a slightly less half-assed stump end?
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Never do that, for any GFF or script, unless you are explicitly overriding a global file. Yes, this is the correct approach. However, since you only mentioned the _s RIM I assume you forgot the other RIM. A vanilla module comprises two separate RIM files. The contents of both are required in a MOD. The _s RIM contains all the scripts and GFFs, the other RIM contains the ARE/GIT/IFO.
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In TSL players only use the medium (M) body models. The large (L) and small (S) models are leftovers from K1 where the three starting classes (Soldier, Scout, Scoundrel) each had different heights. As far as the actual body variants go, A is the underwear model, B is the clothes model, C/D/E/F/G/H are the armour models, I/M/N are the robe models, J is the Revan/Star Forge robes model (unused), K is the flight suit model, and L is the female-only dancer outfit model. By default the TSL player rows use the commoner clothing model for the B slot - N_CommM/N_CommF. I would highly suggest that you do not reuse the vanilla names for custom body models. Unless your intention is for everyone to use said model/s. If you replace N_CommF for example, every female NPC in the game wearing clothing will use your model. Also note that textures will require a number in their filename which is linked to the variant in the UTI for the associated clothing/armour/robes. The texture name specified in the appearance.2da slot excludes the numbers. So, for example, the female player B slot model has "N_CommF" in the texb column. If you equipped clothing variant 1, the texture used would be N_CommF01, etc. But note that the texture variant in the UTI doesn't necessarily match the ResRef (filename) of the UTI. For example, g_a_clothes08.uti uses texture variant 7.
- 5 replies
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- kotor 2
- model editing
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An easy trap for new players. While both games share the basic model format, there are differences in the binary file, so they're not cross-compatible without being recompiled for the specific target game. KBlender defaults to K1 being the target output format.
- 5 replies
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- kotor 2
- model editing
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Did you tick the TSL box in the export window in Blender?
- 5 replies
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- 1
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- kotor 2
- model editing
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You're lacking the other includes. From k_inc_end: #include "k_inc_utility" #include "k_inc_generic" You'll need k_inc_end.nss, k_inc_utility.nss, k_inc_generic.nss, k_inc_gensupport.nss, k_inc_walkways.nss, k_inc_drop.nss. I would suggest you edit your target script to incorporate the include functions directly to avoid a whole bunch of unnecessary crap.
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Are you using the TSLPatcher-specific version of nwnnsscomp, or some other version?
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The KBlender thread isn't the place for general modelling questions. I''d suggest you search for existing threads for info or create a new thread asking about it. But to answer your specific question, the root (i.e. world zero) of the head model is attached at the headhook in the body model. Adjust your head mesh to match one of the vanilla heads (particularly note the bottom ring of polys/verts on the neck where it will mate with the body).
- 120 replies
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- 1
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- modelling
- blender-addon
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Whether or not you'd consider it a "tutorial", I think it would be useful for people to demonstrate certain things explicitly (meaning in a video most likely).
- 120 replies
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- 1
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- modelling
- blender-addon
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