DarthParametric

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Everything posted by DarthParametric

  1. View File TOR Ports: KOTOR Comic Republic Uniforms for K1 This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible Yes  
  2. View File TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods TSLRCM Compatible Yes  
  3. It's just LTA_metal26 (or one of those) with an added alpha (inverted greyscale copy of the RGB) and a TXI pointing at an envmap. Edit: Here's a version with the sides of the bottom of the pond split out into a different mesh so you can change the texture. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v3.7z I have no idea what the UVs are like though, so it may not look great with complex textures. Look for node trimesh DPPondBaseSides
  4. You can edit the ASCII directly in a text editor and reassign a new texture. Look for node trimesh Mesh04 (should be line #12776) and then change bitmap LTS_Bwall04 Don't change "bitmap2", which is the lightmap. After you have pointed it to a different texture, you can compile it with MDLEdiit. You can discard the WOK (which is the walkmesh), as the vanilla one is fine. It's easy enough to also split out the bottom of the grey surround if you also want to change the texture for that. In both instances though there might need to be a UV adjustment, depending on what texture/s you want to use. Edit: Oh, and you might want to try lun_water01 for the water. It's a dark blue. Probably won't need any editing of the pond bottom using that. The fountains are using PLC_FntnMtl which doesn't actually look metal at all. You could maybe try a stainless steel kind of look. Edit 2: Perhaps something like this: https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v2.7z
  5. Should have uploaded this for you earlier. Here's the model if you want to play around with it. You can load the ASCII in KOTORMax. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c.7z
  6. It probably needs some adjustment first. Testing of different water textures, maybe altering the textures of the fountain heads (they aren't lightmapped and are just using the placeable's texture). I'm about to head in to work for a few hours, but I'll play around with it when I get home. Plus there's the whole mod approval logjam (I think I have 3 already waiting for someone to hit the red button), so who knows when it would turn up.
  7. Yes, you could edit the room model to add a water plane, maybe some fountain VFX nodes. That particular section of walkway would appear to be M02ac_02c. Edit: Here's a quick and dirty example. A simple plane with one of the Manaan pond water textures (not sure if it is the best option) and some emitters stolen from the metal fountain placeable and duplicated three times: I was actually thinking more in the vein of a traditional vertical type of fountain. I was sure I had seen something like that in one of the games, but it seems like there's nothing of that sort in K1 at least.
  8. Could be useful if it can generate triggers and so forth. You could essentially import the entire level into Max, rather than just the room geometry. Perhaps you could have the importer read the GIT as well as the LYT? You could place dummies for things like placeables and creatures.
  9. I think you are supposed to be able to build HK's personalised blaster there (which was cut from the base game), but I can't remember exactly. You can however add it with KSE either way.
  10. The HK Factory is pretty badly balanced. You may want to just cheat yourself in a bunch of shields with KSE so you can finish that bit and get on with the rest of the game.
  11. Version 1.0.1b

    2,592 downloads

    N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  12. Version 1.1

    3,219 downloads

    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  13. Version 1.2.1

    21,349 downloads

    This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error.
  14. Go back to an earlier save and make a bunch of energy shields at a workbench.
  15. I mean it is not about skins with alpha 0.5 being above trimeshes with alpha 1.0. All the trimeshes also have alpha 0.5 (at first I thought it was just the eyeballs/lids, but it is everything). I think the general rule must be if a skin node has alpha <1 then it must be above all trimeshes, regardless. Paging @ndix UR. Edit: Food for thought perhaps. Unlike the vanilla holo Dodonna and Vandar, the vanilla holo Rakata is classified as an Effect, not a Character. Is this of significance? I changed my custom one back to Character.
  16. Son of a bitch. That works. And that's with the eyeball and lid trimeshes also having alpha. Actually every single node has alpha 0.5 because I was lazy and did a find & replace in the ASCII. So now the million credit question, why?
  17. Huh, you may be on to something. I just tried editing the vanilla holo Rakarta model, moving all skins above the trimeshes and adding alpha 0.5. It didn't crash. Bizarre. Even though the vanilla holo Dodonna model has all its skins at the bottom of the hierarchy and uses animated alpha without crashing. This partially explains an issue I reported in my initial testing, that I was getting crashing with one hierarchy arrangement, but then the crashing stopped when I split the head mesh up further and further swapped around the hierarchy. I wonder if it is a specific mesh.
  18. In the vanilla model? Where are you seeing that? I don't see that in MDLEdit or the decompiled ASCII. The skins are at the bottom of the hierarchy, same as pretty much any other vanilla model.
  19. I know that the Dodonna and Vandar holograms (c_holododonna and c_holovandar) have animated alpha to fade in and out their holograms during a couple of animations. I switched those to use a base mesh alpha of 0.5 and didn't get any crashes. Not sure on others. Nothing that instantly springs to mind in K1. Edit: Just (literally) dusted off an old laptop and tested my fully alpha'd up version on XP running the 4CD version and it doesn't crash. So some sort of OpenGL or other modern system issue I guess.
  20. OK so I just went back and checked again and it seems that your hex edited vanilla model with added alpha node set the value at 1.0. That doesn't crash. However, if the value is edited to, say, 0.5, then it does crash. That would apparently rule out MDLEdit and put it back to being a fundamental game/modern OS problem.
  21. Almost certainly the vanilla doesn't crash. Or at the very least I have never had it crash. I believe both @JCarter426 and @jc2 tested it and reported no crashes with VBOs enabled either when I had them test my custom model (which does crash). I have run several tests of it in a row with no crashes. It may need 3rd party confirmation, but it at least appears that a straight recompile does not crash. My question is if you do a hex comparison of a straight recompile MDL with a recompile MDL with a single alpha controller added, why is it so significantly different?
  22. Yes, you are correct. The MDXs are a match. I just tested a straight decompile/recompile of the vanilla and it didn't crash. I was certain it did crash the last time I tested it, but I have so many different versions now I can't keep track. I tried a fresh attempt at decompiling the vanilla, adding an alpha 0.5 to the head mesh, then recompiling. This did crash, but the MDX was identical to the straight recompile, so maybe we are back to where we started with it being a MDL problem. Here are the files if they are of use. The_Ongoing_HoloRakata_Saga.7z Oh god damn it..... OK, that's my bad. I must have accidentally hit it when selecting hex mode in the menu. I have done that a few times actually. Maybe you can add "move buttons above menu bar" to your future ideas wishlist.
  23. View File Taris Upper City Cantina Entrance Wall Panel Fix This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed. To install, simply drop the MDL/MDX files into your Override. Compatibility: Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention Submitter DarthParametric Submitted 08/24/2018 Category Mods K1R Compatible Yes  
  24. You don't appear to get a notification of a review being posted for a subscribed file, only a comment. Edit: Hrm, did eventually get an email, but no site notification. Possibly a glitch I guess?
  25. Version 1.0.0

    1,522 downloads

    This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed. To install, simply drop the MDL/MDX files into your Override. Compatibility: Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention