DarthParametric

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Everything posted by DarthParametric

  1. I don't see that in my TSL. What version are you using? If you want to create your own fonts - https://deadlystream.com/files/file/535-kotor-font-tool-nwn-font-maker/
  2. No, it's in the trim section along the top of the walls. You can see in most cases that the trim's square blocks align with the blocks in the lower part of the walls, like this: But in some places, notably around bends, the trim blocks stretch wider, like this: I could try and mess around with the horizontal scaling to bring it back to 1:1, but it's probably not worth the effort.
  3. No, none of these were intended. I also spotted more inverted UVs too, as well as some horizontal scaling issues I'm not sure I want to mess with. I'll add them when I get the chance. Edit: Mod updated with fixes. By the way, you can see some intentional gaps between wall panels in the two rooms prior to the escape pod room.
  4. Don't blame me. Take it up with George Lucas.
  5. I'll check out those other occurrences and add fixes for them to the mod. The light bloom is very small. It's shown in one of the pics: Edit: OK, I think I got them all. New version uploaded with the fixes.
  6. Good catch. The UVs for those panels are indeed flipped vertically. It's a pretty easy fix. Adding to my Endar Spire Hull Repairs mod shortly. Edit: OK, done. Mod updated with the fixes for those corridor sections. Let me know if you spot any others.
  7. The Rise of the Hutt Cartel and Shadow of Revan expansions are being made available for F2P players via entering the code REVANSFATE on http://www.swtor.com/redeem-code The code is valid until November 1 (you only need to unlock it by then - once unlocked you retain access permanently). I gather this also unlocks progression up to level 60, since F2P is typically capped to level 50. Note that subscribers already have access to these older expansions, so it's really only for new F2P players. https://www.swtor.com/info/news/news-article/20181018
  8. I would advise you (and anyone else) not to encourage people to PM you for help. Not only does spoonfeeding tend to create a dependency cycle, if you do actually have new/unique information to pass on then it should be posted publicly so everyone can benefit from it in the future. If no tutorial exists for something someone is asking about, then you should consider creating a tutorial for it.
  9. You just don't have the correct baseitems.2da row that the mod adds for the female robes. What @djh269 suggested is perfectly possible, it's just laborious to set up.
  10. It's not really an alternative way, it's still just a disguise. The only difference vs the typical use of a disguise is that each instance is unique, as it references a player/companion head. That makes it both a pain in the ass to implement, and incompatible with any custom head mod.
  11. The rambling BS he goes on with for 3/4 of the video really illustrates why the average slob has no understanding of copyright law, nor wants to.
  12. There are two versions of the hilt, the one you are interested in is w_dblsbr_150 which uses an animated version of w_lsabregold01 (the other uses a red blade). There are a couple of ways you can tackle the problem. The easiest is: Grab MDLEdit Copy w_dblsbr_150.mdl and w_dblsbr_150.mdx from your Override somewhere Run MDLEdit Set the game to KOTOR1 File->Load and point it to the MDL Edit->Textures to open the texture window Left click on w_lsabregold01 and it will allow you to edit the filename Change it to w_lsabreyelo01 Close the texture window File->Save->Binary Copy the modified MDL/MDX and paste into your Override folder, overwriting if prompted
  13. Amber? Seems like that would be a unique texture, which makes things easy. I've never used the mod myself, link it.
  14. You'll probably want to install this after ebmar's mod to make sure none of the officer's appearances are overwritten by his mod.
  15. Personally I think both should be disabled if you are going to have the support thread also with comments. Reviews should strictly be an actual review, but half the time people don't do that. I just want a single set of comments. Would make things much more straightforward.
  16. Yes, I had plans for it. Didn't work out in practice. And as I said both there and here, swapping out the council at least is likely at some point.
  17. Sure, you could re-render alternative models, add some additional frames. You could get away with sprites a lot easier in the LS scene where they are much more background elements than they are in the DS scene. I'm not in any particular hurry to do so though.
  18. I never did anything for the LS scene in that thread. It was all the DS scene.
  19. That's kind of a bust, at least for the LS cutscene. Certainly as far as replacing the sprites goes anyway. The engine just cannot handle that many actual model entities with animations. The best that might happen is replacing the random trio in the background with actual council members. Maybe someone like @Kexikus could consider tarting up the skybox.
  20. Well I dunno what more I can do. Works fine here. It must be some problem on your end.
  21. I doubt this will work, but it's worth a shot. Delete all the existing TGAs from your Override, then use the files from this archive: https://www.darthparametric.com/files/kotor/k1/[K1]_Bearded_Mullet_Man_PMHC04_TPCs.7z
  22. There's nothing about the textures that should cause it. What happens if you delete the textures from the Override and go back to the vanilla textures?
  23. Yeah the normal map on the face looks pretty crap. I removed it and I think it looks a lot nicer without it: