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Everything posted by DarthParametric
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It happens when KTool can't find the install directory. It was coded back in the original 4CD version days, so all it knows is the registry key for that version, which it looks for to find the install directory. If you have the GOG or Steam versions, it won't see them. The fix is fairly easy, a dummy registry key pointing to the install location. See this post for details.
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A couple of things. You don't need JC's mod to port a head. They have nothing to do with one another. MDLOps in its current properly working guise is largely the work of ndix UR (and as bead-v would no doubt attest, underpins a lot of what made MDLEdit possible). The original version was by cchargin with significant additions by JdNoa. Fair Strides, in concert with VarsityPuppet, made some improvements a couple of years back, but I think attributing it to FS is overstating it a bit. Read the readme padawan, don't just look at who uploaded it.
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No, HK has his own completely custom anims all on his model. There is no supermodel as he has a unique rig. You could map the standard human anims to his rig, as has been done previously for melee combat (using the Wookiee anims in that instance I believe), but it would require some fiddling. As to talking animations, he just has talk and tlknorm.
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There isn't one specifically for porting back and forth between K1 and TSL, but I summarised it above. Once the model is prepared it's no different than the regular procedure for a custom head, outfit, etc. There will be explicit tutorials for a lot of things once the site's wiki goes live in the next ~6 months.
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Yes. Obsidian only replaced the medium I model.
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Typically you'll want to swap to the rig of the target game when doing these sorts of ports. Additionally, I had to adjust the neckline verts, as they didn't match the K1 position, and I also added some plugs to the head mesh behind the dangly mesh hair piece, as that was causing all sort of visible gap issues (backface culling) that K1 seems particularly susceptible to. Speaking of dangly meshes, they are currently broken in the latest beta version of MDLEdit, requiring compiling with MDLOps instead. May not be an issue if you are still on an older version though.
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View File Mira Player Head for K1 This mod adds Mira from TSL as a player-selectable head for females in K1. This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted. The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters Submitter DarthParametric Submitted 10/24/2018 Category Mods K1R Compatible Yes
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View File Telos Polar Academy Hangar Skybox This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Submitter DarthParametric Submitted 10/24/2018 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
589 downloads
This mod adds Mira from TSL as a player-selectable head for females in K1. This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted. The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters -
Working on it now. Mostly done, but there are some small issues to tweak. Edit: I've submitted the mod. It will pop up once it is approved. I haven't done any testing beyond just getting it past character creation and the opening scene on the Endar Spire, but hopefully it's ok.
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Version 1.0.0
8,276 downloads
This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit -
That ugly texture outside of Telos academy hangar
DarthParametric replied to FF97's topic in General Kotor/TSL Modding
Ah yeah, I see that in the video now. I wondered at first what all that broken ice was meant to be. -
That ugly texture outside of Telos academy hangar
DarthParametric replied to FF97's topic in General Kotor/TSL Modding
There's no skybox as such, just a mesh slapped directly over the top of the forcefield mesh named "snowstuff" that uses the TEL_snw texture. If you wanted an actual skybox, you'd need to edit 262TELr to delete the existing snowstuff mesh and add a suitable skybox mesh (presumably 261TELd from the Polar Plateau module would be the one to go for). Edit: How about this? I think it still fits with the pre-rendered departure video. It's currently just pointing straight at the Polar Plateau textures, so any updates to that (is @Kexikus doing/already done that?) will be inherited. Although it would be easy enough to point it towards unique named copies. Edit 2: Mod released -
Credit to smilin-swami on Reddit - https://www.reddit.com/r/kotor/comments/9qfnqi/poem_studios_response_to_lucasfilms/e89hv7h/
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Yeah I think they swap the font file used depending on resolution. I'm patched to 1080, but I think it replaces the 800x600 res? Per a post by Fair Strides:
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Not seeing it on the GOG version, and I don't have any font mods in the Override. What resolution are you running?
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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/
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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.
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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.
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