Fair Strides

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Everything posted by Fair Strides

  1. Not standalone yet, but I really will get it out soon... It actually wasn't hard; I for both the dialog.tlk and the blank GFF fields, I literally just removed the file-/error-checking respectively. What would be hard are Mac and Linux ports...
  2. If you installed the Steam Workshop version of TSLRCM, then you will need to direct the TSLPatcher to the TSLRCM Workshop folder.
  3. That could indeed be a bug, as the door is supposed to be unlockable or unlocked.
  4. Actually, I kept that data, but I checked that there is less than 0.0001 between each axis of both vertices... Maybe try 0.01?
  5. In the current release of MDLOps, we don't bother to check the smooth group at all... And what are the exact coordinates of a vertex on Mira's torso and a vertex on her left arm that seem to overlap?
  6. Not trying to be mean here, but... 1. The Site Rules are linked very prominently on the site's banner at the very top of the page. 2. I've been watching the thread, double-checked the rules on porting, and brought it to the admins' attention and waited for their replies. 3. You asked, but did you ever bother to run a search? Currently there's only 53 results when searching "porting" from the main Forum, so it's not torture to scroll through a list to see if your ass is covered. Oh, lookie here! Top result on the second page! "Porting - Please read here BEFORE posting" http://deadlystream.com/forum/topic/2970-porting-please-read-here-before-posting/?hl=porting It seems like I'm hassling you, but my last comment was more pointing out the complete 180 you did on your stance than accusing. Just a simple observation. *Irony* And you know what? This could have all been avoided had you only bothered to take all of a few minutes to do a bit of looking around on the site...
  7. This warning was done in response to you saying you'd distribute the mod privately on Deadlystream. You're now contradicting yourself from earlier when you said that people could PM you and you'd send them a link via PMs...
  8. There's been no changes in file structure or format that I'm aware of, so I'd say yes.
  9. [The following is a public reminder on Deadlystream policy. Any distribution of ported content on Deadlystream is strictly prohibited, even if it's through PMs and off-site links. Please refer to this quote from our owner: "Post a warning that all distribution of files must take place outside of DS. Other than that I see no reason to stop them from talking about it and he is not releasing publicly according to the content of his post. -T" That is all.]
  10. 2DA-editing is editing a .2da file, which is much like a spreadsheet. Information is arranged in rows and columns, though we can't add columns ourselves. When you edit a part of a .2da file, you need to click on another area before saving for KotOR Tool to recognize changes. The game uses appearance.2da by having each character/creature reference a row from the appearance.2da. Each row has a variety of model and texture columns, and when an armor is equipped into the chest slot, that armor's item type will reference which model and texture column from the appearance.2da to use. This is why each armor type uses the same model but will use different textures. When Darth Parametric was talking about replacing the models, he was meaning to figure out which model Darth Bandon uses for his body, extracting the .mdl and .mdx files of that name (found in KotOR->BIFs->models.bif most likely, or else items.bif or player.bif; Aurora Model is for .mdl and Aurora Model Extension is for .mdx) to your Override folder and rename both files to whatever model you're replacing. At that point, you'd do the same for the texture for Darth Bandon's armor and then rename it to whatever the texture is for the model you're replacing. I will warn you of three things: 1. You will need to do everything twice to account for male and female. 2. Male textures and models "pmb" at the start of their names, and females have "pfb" at the start of their names. This is for bodies. Heads are "pmh" and "pfh". 3. You will need to copy and rename the texture (both male and female) of Darth Bandon's armor for all of the texture variations used by the game (you should be able to count them once you find the texture the replaced models use in the ERFs->Textures Packs->swpc_tex_pack_a.erf->P section.
  11. The KotOR Tool can't update because the website it checks doesn't exist any more and the KotOR Tool itself is no longer updated. I suggest turning off the option to always check for updates. You're giving up too soon. Some things just aren't possible to mod, and that's a fact with any game. Darth Bandon's armor is possible to wear, just not the way you originally thought it would be. Darth Parametric told you how it could be done and even told you of a mod he made that you could reference to figure out how to do what he did.
  12. Three questions: 1. What OS? 2. What language of OS/Keyboard language? 3. Have you double-checked that the EnableCheats=1 is under the GameOptions?
  13. Fair Strides

    Requests

    You should check out a_makejedi.nss in KotOR Tool, under the BIFs->Scripts.bif->Script, Sources section. But... He wanted the face with her normal brown clothes... Which could very well be a UV-mapping difference between the two models. I know for a fact that Handmaiden's variations (normal clothes, DS normal clothes, and her naked model) all have different numbers of vertices and thus a slightly different mapping of the UVs...
  14. The thread probably got knocked off the list of newest threads and got buried... 2015 was an awesome year. We got K1R, the Toolset, Camera Collision, a semi-updated LF, and a lot of other new advancements and exciting toys. It was a bummer when Filefront died, but it had been clinging to life for years... Thankfully we've gotten a lot of the mods that were there uploaded here (I'd estimate around 120 to 150, so about 15%), including Shem's and Inyri Forge's works. I still need to upload stoffe's stuff. I've really been enjoying the Saga Marvel's got going on with all the Avengers stuff; really been an enjoyable time with the adventures and trying to puzzle together the underlying mystery.
  15. There's a lot of mods that affect Korriban. If you kept the downloaded mods or you can find them in your Downloads or Browse history, that will help a lot.
  16. Welcome to the insanity! I'm a "fellow dev" as well, but I'm sort of the wallflower in the corner. No formal experience, and my only area of "expertise" is in desktop modding programs. And I'm not sure which side of the fence you're on, but I code with Notepad and Perl. For laughs (not my invention): http://imgur.com/gallery/2w9IS45 and http://imgur.com/gallery/pR185US
  17. That was very informative! Thank you Xuul.
  18. I imagine it was found in a similar way to the walkmesh-glitching on Citadel Station that allows you go access the restricted areas and get outside the containment fields in the Hangars... That would definitely fix it, but they're abusing a game mechanic here with the teleportation, so I'm not really sure if the TSLRCM team would opt to fix this or not.
  19. Makes even more sense considering how blocky the "bones" are would help with giving the shadows shape while conserving polies. Also, it was either the Face Normals (which I doubt) or the Plane Distance on the faces, which it looks like I might have zeroed out by accident. As for the XBox models, did anyone ever do a filedump and check the .mdl files? I know that K1 and K2 both have different seemingly-random numbers taking up the first twelve bytes of a .mdl file, so it could be that these numbers differ between the PC and Xbox versions...
  20. We've fixed the issue (either the face normals or plane distances) and uploaded a fixed version (now it's MDLOps 0.7 Alpha 2).
  21. For those that don't have a clue (like Zbyl2 and me), could you explain what the glitch is when you ask if it's been fixed?
  22. If you've done a retexture, could we see that and the original .mdl and .mdx files? (Can't compile it right now)
  23. Trying adding the "shadow 1" after the the alpha, and if that doesn't work, try "Shadow 1" instead.
  24. JCarter426, could you perhaps post the first 20 or so lines of the skin Torso part of the ascii? Just the part up to the verts section. I'm thinking you might try changing the Shadow flag on the ascii if it's 0, but if that doesn't fix it, I could take a look at the source code again...
  25. If you're using the Steam version of KotOR 2 with the recent update, then .wav files will no longer work and you will need to convert to a compressed MP3 file. I believe Miles Sound Studio should work for you. For just simple testing, you can put the .lip file in the Override folder, but I'm not sure the game will check the module's file for .lip files. There are module-based "packages" in the lips folder for that feature, but again, the Override folder should work. Also, just putting the audio file into the main StreamVoices folder should do it. What do you have for the VO ResRef in the .dlg file, and what are the exact names of both the .wav (soon to be .mp3) and .lip files?