DarthParametric

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Everything posted by DarthParametric

  1. I never did anything for the LS scene in that thread. It was all the DS scene.
  2. 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.
  3. Well I dunno what more I can do. Works fine here. It must be some problem on your end.
  4. 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
  5. 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?
  6. Yeah the normal map on the face looks pretty crap. I removed it and I think it looks a lot nicer without it:
  7. Shouldn't be anything to do with the textures, assuming they are unedited. The alpha channels should be white, so any transparency shouldn't be due to my textures. Check if there are any TXI files, PMHC04.txi, etc. Or it could be an edited model from another mod, possibly.
  8. Got some issues when compiling models with a Flex/danglymesh it would seem. The hood on the Revan/Star Forge robes for example: Interestingly the hood seems to "dance" even in the vanilla version: But clearly it gets mangled when MDLEdit compiles it. The version compiled by MDLOps looks the same as the vanilla version. Files attached. Revan_Robes_Danglymesh_Test.7z
  9. The hood issue is probably caused by KOTORMax. It seems to screw up Flex/danglymeshes. I'll see if I can fix it by transplanting data from the vanilla ASCIIs. Edit: Or maybe it is a MDLEdit issue. Also doing it from ASCIIs decompiled from the vanilla models. Investigating alternative solutions.... Edit 2: OK so even the vanilla model has the hood "dancing", which you'll see if you delete the modified models from the Override folder. But for some reason MDLEdit is causing it to go haywire. The versions compiled by MDLOps operate in the same manner as the vanilla models. I think the best solution is probably just to turn the hood into a static trimesh. Edit 3: The hook itself works as intended in my test, with the medal attaching properly: I've updated the models, redownload from the link above. Choose the files from the static folder if you don't want any hood movement at all.
  10. Yes, although you only use one of the scripts. Try v1 first, if that doesn't work, overwrite it with v2.
  11. @JDub96: Here, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_Revan_Star_Forge_Robes_with_Medal_Hook.7z Although I'm not sure what the alignment will be like. I suspect it will probably need adjustment. You'll also need to use it combination with @JCarter426's script: JCs_Award_Don_Robe_Scripts_Compiled.7z
  12. I guess the alternative would be the resref/tag, g_a_mstrrobe07.
  13. The J body model lacks the medal hook, so no, it won't show the medal. Not unless someone adds the hook to the model. There is a script that causes you to equip a robe, k_donrobe: void main() { object object1 = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); ActionUnequipItem(GetItemInSlot(1, OBJECT_SELF), 0); ActionEquipItem(object1, 1, 1); } However, you don't swap your equipped gear when you just warp into the module. It doesn't appear that the script is called either in the module's OnEnter or via the only DLG, nor is it referenced in any of the module's other scripts, so I'm not sure what fires it. That aside, it would be easy enough to alter the script to have it do nothing, or perhaps add a conditional to skip doing anything if the Starforge Robes are equipped (I think you can do that, but someone more knowledgeable about scripts would need to chime in).
  14. Nothing in the IFO either. Could well be hardcoded, as there are no triggers or anything else obvious.
  15. The swoop track modules don't appear to use OnEnter scripts (in K1 at any rate). I would guess the OnHeartbeat script is pulling more or less the same duty, but DeNCS fails to decompile them.
  16. TAR_M03MG should be the Taris swoop track module. You can see it listed in KTool directly after the swoop platform, TAR_M03AF.
  17. Disney is working very hard to produce new material for @Hassat Hunter to complain about:

     

    1. JDub96

      JDub96

      Dave is only involved with the pilot. After that he has no input.

    2. Hassat Hunter

      Hassat Hunter

      Resistance or Mandalorian?

    3. JDub96

      JDub96

      Mandalorian.

    4. Show next comments  282 more
  18. Yeah, as per the description it includes that same fix (along with the other two fix mods), so there is no harm overwriting.
  19. Depends what you mean by original. The first line of the description tells you everything you need to know.
  20. View File Harbinger Hull Fixes The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems. The previous individual mods rolled into this mod: Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site. N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows. Specific Changes: 151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention Submitter DarthParametric Submitted 10/04/2018 Category Mods TSLRCM Compatible Yes  
  21. Version 1.1

    1,550 downloads

    The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems. The previous individual mods rolled into this mod: Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site. N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows. Specific Changes: 151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention
  22. The mod doesn't include any textures, it just uses vanilla ones. PMBJ01 is the vanilla Revan texture.
  23. This is also the original request thread, not a mod support thread.
  24. Seems to work if you download it via the page rather than the direct link, but yes, the DS hosted one should be the same (I forgot it was also here).