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Everything posted by DarthParametric
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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.
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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.
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"Apron". Gave me a chuckle.
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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
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Amber? Seems like that would be a unique texture, which makes things easy. I've never used the mod myself, link it.
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TOR Ports: KOTOR Comic Republic Uniforms for K1
DarthParametric commented on DarthParametric's file in Mods
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Differences between Reviews and Comments?
DarthParametric replied to Sith Holocron's topic in Site Feedback
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. -
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.
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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.
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I never did anything for the LS scene in that thread. It was all the DS scene.
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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.
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Well I dunno what more I can do. Works fine here. It must be some problem on your end.
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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
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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?
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Yeah the normal map on the face looks pretty crap. I removed it and I think it looks a lot nicer without it:
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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.
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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
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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.
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Yes, although you only use one of the scripts. Try v1 first, if that doesn't work, overwrite it with v2.
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@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
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I guess the alternative would be the resref/tag, g_a_mstrrobe07.
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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).
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Warping onto the Swoop Tracks? (KOTOR & TSL)
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Nothing in the IFO either. Could well be hardcoded, as there are no triggers or anything else obvious. -
Warping onto the Swoop Tracks? (KOTOR & TSL)
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
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.