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Posts posted by DarthDrija
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Sorry, I haven't been to tatooine for a long time, what did you do to the texture?
Yes, it is completely possible, just add the new meshes under the MDL root object. Play around with the mesh properties, such as diffuse map (the texture shown) and a few checkboxes.
Custom assets usually look weird in game, don't forget to apply position and scale when you are done editing, so they look exactly in game as in blender.
The last thing to make it useable is under the MDL root properties, click "assign node numbers". After that, it should work right away.
Good luck in the work you are doing! 😀
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Did you create the new module from the "Clone module" option? I have seen a few issues with it.
As for the spawn point, I think it's on the module.ifo
Black voids in doors seem to be a problem with the VIS file. If so, it's because the VIS doesn't reference the new module's area models.
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3 hours ago, vurt said:How did you find out what the model name was
It's inside a room model named after the module it's from. Search for it at the "Core" tab in the toolset you are using. Then search for tat_m18aa, you would see a few numbered models. I think it was the fourth model of the area.
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Kotorblender for blender 3.0.1 it's here
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I just looked the mesh on blender and it says it uses a single texture called V_dShanty01, which is quite big. It's 1024x1024, but for a mesh that huge it seems low-res.
Good luck if you want to upgrade it!
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I've been looking into the modules to find a reference to the area map texture, however, I couldn't find it. I've also looked into the official documentation, but I couldn't find any useful information. Is it located anywhere else?
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From my short experience as a modder, I've found two comfortable ways of including text on a mod:
1.Using localised strings directly with the tools you are using, this way is the easier one, but the mod creators usually only put the english string, leaving the other ones blank, so that's why you see no text in some mods. You are lucky by only lacking the text, it sometimes crashes or does unexpected behaviour. This usually makes translating harder, since you have to look all the text in each file through whatever tool you are using. You can look at the official documentation for localised strings here.
2.You can append text to the tlk easily by using TSLPatcher (not sure if it works on Xbox 360), where you can reference all the names and descriptions as StrRef(x), where 'x' is the position on the append.tlk file you created with any .tlk editor. I think this way is the best for making translations, because you can have things more organised . You can download the TSLPatcher with its documentation here (sorry, it's only in English, however, I can help you if you want, as I speak Spanish too).
The porting work you have done looks great, hope you keep doing that 😀. I don't know a lot of Kotor Xbox modding, so my information may be wrong.
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Thank you for the information. That is what I believed these bytes were for.
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Does the dialog.tlk file have any reference to the language it has been written into? And if that's the case, where is it located?
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From what I've seen in your blend file, the hierarchy is wrong, the empty object tagged as "MDL root" is parented to the trimesh.
Another thing you need to do is set the animation root in the MDL root as that same object.
Another problem I see is the poly count, it's too big to export as an .mdl file. A warning will pop up saying that "Int is too big to convert". This can be resolved if you reduce the model into simpler shapes, try using quads remesh, it's located into "Object Data Properties" when selecting a mesh, and set the face count as 5k or something not too big.
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Hello again, I'm the guy who complains about the smallest details.
Jokes aside, I think the tool used the windows-1252 encoding since february, but that doesn't apply to localised strings, which still use ascii and therefore, many latin characters can't be used in it.
Edit: It does not only happen to the dlg editor, it occurs to any localised string, I just found this issue by using the editor.
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I think I'm doing something wrong, I would appreciate some help.
Whenever I create a model from scratch or import one and I edit the position of a single vertex on "Edit" mode, I get an error saying "bpy_prop_collection[index]: index 0 out of range, size 0" when exporting to an .mdl file. I've looked on the blender forums this issue and it says that there's a vertex outside any group, does it change anything other than position when moving?
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I completely forgot about the Switch port. I didn't know the switch version was moddable.
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Out of curiosity, where do you mod KotOR? Do you have a prefered platform? Why?
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3 minutes ago, Domino5555 said:Kyle invented the Sith so he wouldn't get bored with a peaceful galaxy.
Kyle Katarn cloned Palpatine in episode IX because he wanted to repeat the story.
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1 minute ago, Domino5555 said:You're damn right! His only request is for us to keep talking about him.
Kyle Katarn can play the OG Dark Forces on a modern pc without emulators.
Kyle Katarn founded the jedi order.
Kyle Katarn is George Lucas father.
Kyle Katarn will appear in the KotOR remake, in fact, he is the creator of that game.
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24 minutes ago, Domino5555 said:Kyle Katarn unleashed 2020 on us as our punishment for not talking about his greatness.
Kyle Katarn will stop COVID-19.
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Kyle Katarn can make the PC actually speak.
If you beat KotOR and TSL 69 times each in less than a week, Kyle Katarn can be unlocked
Kyle Katarn has the highest stats available.
Kyle Katarn doesn't fight, enemies die when they see him.
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Hi, I downloaded the new version as you released it and it looked fine to me, until I tried to open the Map Builder, it doesn't open at all. I'm using the Ubuntu version.
Edit: Nevermind, i had to put two files in the ext folder, now it works, sorry for bothering you.
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Sorry for my ignorance, but just a simple question, in the "Kotor Model Node" there's a "dirt" option for TSL only. What does it do and how can I apply it?
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I did what the post said and it worked, thanks.
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I'm using the Linux version from Steam for Kotor 2, which has a slightly different file structure, and that confuses me a lot because the majority of people use Windows. The game has two .ini files, swkotor.ini and swplayer.ini, which have a lot of options, however, when using the 'EnableCheats=1' line in any of the two, nothing happens in game, am I missing something?
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More difficulty options
What this mod does:
It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) .
Read the info.rtf for more details.
Installation:
Run the TSLpatcher included in the file.
Compatibility:
It should be compatible with anything that doesn't change the difficultyopt.2da file.
Plans:
-Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits.
Enjoy the mod! Sith Lord difficulty is super hard, be careful.
Credits:
-@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it here
-Stoffe for making TSLpatcher.
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Submitter
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Submitted02/28/2022
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Category
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TSLRCM CompatibleYes
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SKIN:[WIP] Character Helmets
in Mod Releases
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[WIP] Character Helmets