DarthParametric

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Everything posted by DarthParametric

  1. Well "modern" in the sense of stuff that was bog standard about 10+ years ago, but is still streets ahead of what Odyssey does. Actual discrete specular maps for one thing. Breaking apart the intertwining of bump/normal maps and cube maps for another. Nothing crazy. Basically the level of stuff they had in Odyssey's successor Eclipse would be fantastic. I'm not sure how far along Xoreos is with implementing Eclipse stuff, but there might be some info to be had there. Btw @DrMcCoy I didn't intend that to as quite as harsh a slight against Xoreos as it obviously came across as. The last build I tried was Chodo, which is probably an unfair comparison as I see you have a new build out now. I'll have to give it a spin. Phaethon sounds interesting as well. Maybe @bead-v @VarsityPuppet @JCarter426 should consider putting their efforts towards expanding that for their needs rather than creating something from scratch.
  2. Still using OpenGL I take it? I'll be curious to see the outputs of your finalised renderer and how/whether it improves over Odyssey (mostly when it comes to custom content). Particularly whether or not it could be altered to the point of adding additional, modern functionality.
  3. Ye gods, Javascript. Although it does seem to be the flavour of the month. You seem to have made remarkable progress with it. Looks far more complete than Xoreos does, at least the last version of it that I tested. It seems like there are noticeable rendering issues with VFX and transparency. You might want to talk to @ndix UR about those. And no combat yet by the looks. What would put the rough completion percentage at? I think you should make that derpy Atton grin the logo for the project.
  4. You don't need to finish Tython. You can teleport to an existing Stronghold as soon as you get out of character creation and the initial cutscene. Just go to the Stronghold list in the UI (or hit the "U" shortcut key). And you can teleport back to where you came from via clicking the "Exit Area" button above the minimap: It will pop up a dialogue with some choices of where to teleport to.
  5. Strongholds are shared. You don't need to buy one for each character. All your characters can go to any of your Strongholds, even ones on enemy faction capital worlds (they just can't exit to the planet).
  6. You can mail the items once the temporary bind restriction wears off (you should see the countdown timer if you mouseover the items). As a sub you should be able to attach up to 10 items to an in-game mail I think? Preferred only get 1 attachment per mail. Just go to any mailbox, like on the fleet or other hubs. All your alt characters should automatically appear in the autocomplete list once you start typing their name in the To field. Legacy storage is basically a shared cargo hold that all your characters on the same server can access. It's an easy way to share stuff between your characters. It can be unlocked for your personal starships, but it will cost either Cartel Coins or credits. I think it is probably something like 5 or 10 million creds. Not sure what the CC cost is. Alternatively, you can buy both Personal and Legacy storage decorations for a Stronghold. If you want to buy a Stronghold, Coruscant and Dromund Kaas are the cheapest. Or you can visit a publicly accessible Stronghold (check out the Stronghold directory on the Fleet or capital planet) and use theirs.
  7. If you bought it off the Cartel Market, the container is probably bound to you, but you should be able to open it to get the items from it. They will be temporarily bound to you for around 12-24 hours, after which they can be mailed to your alt or put in Legacy storage. Just don't equip the items, as they will be Bind on Equip.
  8. Yes, Satele is Bastila and Revan's descendant. This is acknowledged directly in-game in one of the later expansions.
  9. Some of those are level geometry, not placeables....
  10. I don't think it was a mistake. It was a conscious decision, just a poor one. You can see they did kind of the same thing with PFHA03, but it's a lot less egregious there because of the reduced number of planes and the darker hair colour.
  11. Given what an absolute mess the UVs are, I'm not sure it is worth the effort to try and salvage something out of it. I'd just use a different head.
  12. Looks like you are lacking transparency. That model relies heavily on alpha masking for the hair. Edit: Or not? Looks like the texture doesn't have an alpha mask. Explains why it looks so terrible.
  13. Max/GMax with KOTORMax or Blender with KOTORBlender.
  14. You could at very least provide links. It depends entirely on what the Extended Carth Meeting mod changes. If it's just the DLG that should be fine. If it brute force overwrites the module that should be ok if you install it first (as long as it doesn't alter the contents significantly). If it changes the UTC that will be incompatible without a custom patch.
  15. I only ever added the dummy nodes in the first place to keep MDLEdit from complaining. As evidenced by the lack of eyelid dummies, MDLOps was happy just having the animations, as is the game (assuming MDLOps doesn't add in nodes by itself). This is something for you and @ndix UR to discuss I guess. I'm not particularly fazed by having to adhere to whatever requirements you devise, as long as the tool produces the desired end result.
  16. A supermodel provides animations. It shouldn't matter what the actual geometry is or if it even exists because you aren't using that. It's just a placeholder for the animations. So I shouldn't have to load pointless geometry into a supermodel that is never going to be rendered in the game. It's just needless bloat. Apparently MDLOps agrees with me.
  17. Ah yeah that's right, I forgot the two dummy nodes for the eyelids. MDLOps compiles it just fine. You'd have to ask @ndix UR for the specifics. Given all the hassles with MDLEdit at the time, I had shelved it for work on that mod in favour of MDLOps.
  18. View File Endar Spire Hull Repairs Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. N.B. - THIS MOD IS NOW SUPERSEDED BY THE K1 COMMUNITY PATCH. DO NOT USE THIS MOD IF YOU ARE USING K1CP. IT ALREADY INCORPORATES ALL THESE FIXES, AND MORE BESIDES. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit Submitter DarthParametric Submitted 08/31/2018 Category Mods K1R Compatible Yes  
  19. Version 1.4

    1,646 downloads

    Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. N.B. - THIS MOD IS NOW SUPERSEDED BY THE K1 COMMUNITY PATCH. DO NOT USE THIS MOD IF YOU ARE USING K1CP. IT ALREADY INCORPORATES ALL THESE FIXES, AND MORE BESIDES. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit
  20. Jaesa is a Warrior (Juggernaut/Marauder) companion, along with Vette, Quinn (ugh), Pierce, Broonmark. The Inquisitor (Sorcerer/Assassin) companions are Khem Val, Andronikus, Ashara, Talos, Xalek.
  21. I believe the declaration of card model was later revised by the user to a 960, but regardless I find it hard to reconcile it as being a hardware problem. Possibly some combination of driver and OS? Who knows. The individual in question does appear to have a singular ability to break the game in unconventional ways.
  22. You have to install this mod to the same location you installed the original Admiralty/Hologram mod. You clearly didn't do that, hence you got the error message.
  23. I take it you installed that mod after mine. It overwrites the DLG rather than patching it, which will cause problems, but it shouldn't cause a black screen. Install my mod a second time and it will patch the DLG from the other mod.
  24. Bastila isn't even in the LS scene, so I'm not sure how you can pin the blame on JC's mod. List all the other mods you are using.