DarthParametric

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Everything posted by DarthParametric

  1. Hah, so doing a search in KTool, I can see one other instance of n_twilekf001.utc. The way the search tool works though doesn't specify the parent module. So I looked through every damn module in the game and where do I find it? STA_M45AD - the final level of the Star Forge. In other words, it's the UTC used for the Easter egg cheat "dancedancemalak". Given that, you are probably ok to keep it as-is, but this should be a lesson for future modding efforts: don't half-ass it, do it right the first time.
  2. That's irrelevant if the resref (i.e., filename) is the same. K1 is generally fairly good about unique resrefs, but with such a generic name chances are high that there will be a clash. I suspect you'll almost certainly need to do a proper module injection.
  3. It would appear to be an odd sort of greyscale bumpmap, almost pure white, so I'm not sure how significant it would be. Curiously neither TPC contains any TXI data, so I'm not even sure it is being used. Although the fact that the bumpmap has an alpha mask supports @ndix UR's suggestion regarding normal maps and alpha transparency.
  4. You'll be wasting your time with normal or bump maps for leaves/branches. Aside from the fact that you'd not notice the difference, it's not compatible with alpha transparency. But to answer your question, no, you don't need Max/GMax. The flag can be set in the ASCII, as JC said, or in MDLEdit you can just go to Edit -> Textures and tick the box next to the one you want to use a bump/normal map. Note that if using a normal map it must be converted to a TPC. A TGA will cause the game to throw an error on loading.
  5. I'd appreciate it if you could determine the specific source of the models. I'll probably need to add a custom Revan hologram model to prevent anyone else having the same issue, but I'm not sure why it is even crashing in the first place. You'll also presumably want to add the model back to your Override so whatever mod that added it in the first place isn't affected.
  6. A picture on a dark night? It actually looks fine when downloaded. Maybe a corrupted header or something.
  7. The only thing of relevance is N_DarthRevan.mdl/mdx. If you have that model in your Override, try deleting it and seeing if the scene still crashes. Beyond that, I don't have any idea what could be the root cause.
  8. Well candholo.utc is pointing at appearance ID 760, which matches the custom holo Canderous appearance. Do you have DP_Canderous.mdl/mdx in your Override? Edit: Do you have any Revan mods? N_DarthRevan.mdl/mdx is also used in that scene.
  9. Yes. An "island" in UV mapping terms is a single group of contiguous UV polygons.
  10. Is this on Steam? Using the Workshop? I'd guess it's a crash caused by the UTC edited by the hologram mod pointing to an appearance.2da row it can't find, or the appearance.2da row not pointing to a model it can find. The most expedient solution would be to zip up your appearance.2da from the Override folder and 003ebo.mod from the Modules folder and attach them here.
  11. The question being, why replace anything at all? Just add new 2DA entries that make use of the existing assets.
  12. Well I can't make your life too easy. Especially when you serve up such easy pickings.
  13. Wow, so first porting is cool, and now the site is hosting cracks. There really is a glitch in the Matrix. I particularly enjoyed how the threads were locked to prevent discussion. Nice touch.
  14. So did the Beks and Vulkars ever get any official logos? It seems like there must have been some concept art for it or something at least. After all, what's the point of being in an illegal biker gang if you don't get a sweet jacket with a cool logo like a flaming skull on it?

    1. N-DReW25

      N-DReW25

      Considering how simplistic the Empire and Rebel Alliance Logo's are two backwards italicised Cs would make sense for a Star Wars Motor Cycle club.

    2. JCarter426

      JCarter426

      There are Bek Nikto as well, though. I remember at least one. And of course they're used as random non-gang Nikto throughout both games.

      I want to say they put gangs into the game without considering the mandatory gang colors. ...Nah, that can't be it.

    3. DarthParametric

      DarthParametric

      I'm sure they considered it, along with various other things, but it was likely beyond the practicalities imposed by the hardware and the engine.

    4. Show next comments  294 more
  15. For Max you'd typically see something similar to what you have as default UVs: But personally I prefer something like: One reason is that in ye olden days, old MDLOps was a nightmare trying to deal with UV seams. You'd have to break/detach all island edges or you'd wind up with your UVs being destroyed. So that default style of unwrap would have lots of nasty hard edges. That aside, texture seams across the middle of big, continuous surfaces is typically a bad idea in general. But I guess a lot depends on the topology of the mesh and how you are generating your textures.
  16. I'd hazard a guess that it's tied to mirrored UVs. Might need to try a fully unmirrored head and see what happens. Edit: OK, it seems like this might be an artefact of using GLIntercept? If I turn on solo mode and just run around using the standard game 1st person camera it seems to be smoothing across meshes properly on all sides. But when using the GLI FreeCam you get the weird shading issue. I guess it's related to how it doesn't re-render culled offscreen elements? Edit 2: Yes, my bad, it was GLIntercept. I didn't realise it previously, but by default it has a lighting adjustment function and that seems to have been screwing the shading up. By setting: AdjustGLLighting = False; in GLIntercept\Plugins\GLFreeCam\config.ini it is disabled and the shading in the game remains working properly. Apologies for besmirching your honour @bead-v.
  17. On further examination it seems like the problem still exists, but that it also apparently exists in vanilla models as well: So I guess it is fixed in the sense of working in the same way as the game does, but the question is can it be truly fixed to work better than the game does with averaged normals along mesh boundaries to eliminate seams altogether? Edit: Seems like an error on my part? See below.
  18. That's the unwrap. It's how you apply a 2D texture to a 3D object. Think about the sort of thing you probably did as a kid, making cubes and other shapes out of paper: It's the same idea, just in reverse. The texture will conform to the unwrap. You can use a template like that when texturing by hand.
  19. Right click on the game folder, choose Properties, uncheck Read-Only, hit Apply. And you really shouldn't install things in Program Files. That just causes problems.
  20. That's the usual behaviour for default UVs when creating new geometry. They probably never bothered manually unwrapping that object. I'd advise against the unwrap for that top object. While splitting apart the polys like that will eliminate any stretching or compression, it will be a real bastard to texture unless it is just a flat, solid colour. Is that like a half-sphere or something?
  21. Just tested with the Visas head and it does indeed appear to work. Hurrah!
  22. As I mentioned in another post a while back, they were likely using Max 4 at the time, which is basically what GMax is (it's just v4 with some of the features ripped out). Max's UV tools aren't fantastic, but they certainly aren't bad enough to excuse some of the work Bioware came out with. I have to wonder whether some of it was automated via script or something.
  23. And then you see some of the layouts Bioware shat out for K1 and you wonder how is that the work of a professional development studio?