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Everything posted by DarthParametric
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That shouldn't have anything to do with me. My understanding is that it is a vanilla bug.
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KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
Ah, is it actually a height change? I thought from the thumbnail that it was a gap. -
KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
So 106PER I guess. I'll take a look at it when I get the chance. -
KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
A gap in the floor? Whereabouts specifically is that? -
KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
Stunt modules are just cutscene-specific versions of a given module, although often they will use a custom layout to remove any excess rooms that won't be seen (for example, STUNT_07 is the Ebon Hawk stunt module used during the Taris escape cutscene). TSL does the same thing, they just use the standard level naming convention rather than using the "stunt" label (for example, 352NAR is the Goto's yacht stunt module used for the bounty hunter briefing cutscene). -
Someone on /r/gamedev posted this with the caption "UV Mapping Explained", which seems appropriate:
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KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
That's because that scene uses a stunt module, not the regular Hawk module. That would definitely point to there being some sort of mod issue with the Hawk module. See if you have a ebo_m12aa.mod file in your Modules folder and, if so, attach it. -
KotOR & TSL Ramble
DarthParametric replied to Rtas Vadum's topic in Knights of the Old Republic General
I believe that AMD has a framerate lock option incorporated into their driver control panel. See if you can find that and set it to 59fps. -
Where does this texture show up in KotOR1?
DarthParametric replied to Sith Holocron's topic in General Kotor/TSL Modding
It's either covered over with a different set of panels, or they use a completely different model instead. From what I can tell, the turret module the game uses is M12AB, which uses models M12ab_MGT01 through to M12ab_MGT07. All of these models only contain a "modelhook", no geometry of their own. They also have animations, so I gather that is how they handle the enemy fighters. Hook them on to the dummies and then remove them when the game registers a hit with the turret. I guess the turret geometry itself must also be loaded this way, but there are no references in the layout or models themselves. -
Where does this texture show up in KotOR1?
DarthParametric replied to Sith Holocron's topic in General Kotor/TSL Modding
The only models in either game that reference it are MGF_carthturret and MGF_turlights (the former comprising the majority of the turret window and surrounds, the latter being some additional computer panels), both in K1. Both would appear to be part of the turrent minigame, but I see no reference to them in any layout. Looking at mgf_ebonhawk.lyt, it only references MGF_turretcam. I would guess MGF stands for something like "Mini-Game Fighters". -
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Entry #7 - The Prodigal Knight: OUT NOW
DarthParametric commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
I can barely remember what happened yesterday, much less whenever that must have occurred. -
Entry #7 - The Prodigal Knight: OUT NOW
DarthParametric commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Eh? What in the what now? -
It's certainly possible, but I have no plans to port it. This is not a request thread.
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View File TOR Ports: Handon's Enhanced Waistline This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 09/20/2018 Category Mods K1R Compatible Yes
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Version 1.0.0
2,251 downloads
This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
Got something you might want to add @A Future Pilot The vanilla green female Twi'lek has a couple of problems. TSLRCM fixes an issue with the model, but there is still a colour mismatch between the head and body. It seems like Obsidian made a texture fix for it, but forgot to use it and kept appearance.2da pointed at the original K1 version instead. Changing the filename of the fixed texture and popping it in the Override is a simple fix. TSL_Twilek_F_Body_Texture_Fix.7z
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Naturally I couldn't work on upgrading Wookiees without also devoting time to their mortal enemy: The textures are mostly still the base untinted brown colour at the moment.
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eblog Flexin at the Anchorhead's Cantina
DarthParametric commented on ebmar's blog entry in Breakfast With eb
http://starwars.wikia.com/wiki/Max_Rebo/Legends- 3 comments
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eblog Flexin at the Anchorhead's Cantina
DarthParametric commented on ebmar's blog entry in Breakfast With eb
Seems like the perfect place for one of Max Reebo's greatest hits.- 3 comments
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k1 [Question] Bump-map Breaks Level Geometry Animation?
DarthParametric replied to ebmar's topic in Modding Tools
That would purely be a shadow issue. The engine has trouble generating/rendering shadows from certain kinds of self-intersecting/non-watertight meshes, which classification the eyelids would definitely fall under. You can see a very clear example of this in action in M4-78: -
k1 [Question] Bump-map Breaks Level Geometry Animation?
DarthParametric replied to ebmar's topic in Modding Tools
The issue I had in TSL was that a static mesh with tangent space and lightmap flags enabled would not properly render the lightmap (i.e. the mesh was pitch black) unless the mesh was made a child of the A node. Then the lightmap would appear correctly. -
k1 [Question] Bump-map Breaks Level Geometry Animation?
DarthParametric replied to ebmar's topic in Modding Tools
Wasn't that basically the issue with @Kexikus's starfields mod breaking the fire VFX on one level of the Ravager and lighting on another? Vanilla worked fine, editing it borked it. -
k1 [Question] Bump-map Breaks Level Geometry Animation?
DarthParametric replied to ebmar's topic in Modding Tools
All animated objects must be children of what is termed the "A" node. This is the dummy that is named "LEVELNAMEa". For example, "M01ABa" for level "M01AB". It seems in some cases that vanilla models don't always conform to this rule, but it is a requirement for any level models compiled by MDLEdit/MDLOps. Additionally, my own recent experiments indicate enabling the tangent space flag (possibly only in conjunction with an enabled lightmapping flag) counts as animation as far as MDLEdit/MDLOps compiled level models go, so they also need to be children of the A node. This appears to be a requirement regardless of whether the model is actually truly static or not. This particular issue is currently being investigated by @ndix UR. so clarification will hopefully follow in due course.