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Everything posted by Fair Strides
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I have an NVidia GeForce 9400 GT graphics card with version 9.18.13.4144 drivers. Yet, when I run the Scan Hardware thing: Should I install earlier drivers, and if so, do you guys have any ideas on which versions?
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There are two things I'd really like to see get added to the mods section of the site. The first is a link at the top or bottom of the mod's page that links to the mod's forum topic. Just seems like it'd be easier to get help, since most people go to the forum page anyways. The second is the ability for a moderator, admin, or the mod author to edit the description/screenshots of a mod without having to reupload the mod as a new version. When you need to reupload the mod, it gets marked as a new mod and has to get approved all over again, even if nothing has actually changed about the mod itself...
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Install Order, Tough One
Fair Strides replied to LancerChronics's topic in General Kotor/TSL Modding
The issues is the fact that the only issues it would cause would be, as I said, that the Default Hilts Replacement Pack would overwrite the default hilt models from Duplisaber. -
(K1R) Vulkar base, mechanic keycard = progression halted
Fair Strides replied to Camco's topic in KotOR1 Restoration (K1R)
Manual install was never guaranteed to work. Also, the TSLPatcher installer should open up, you should be able to confirm that you want the mod to install, the should have to find your KotOR 1 folder. I've never heard of an issue with the installer appearing. After you get to that console, a journal update should occur and you should be able to ask the old guy about the heating system again and force some answers out of him. -
Well, I don't know whether or not BoS:SR is incompatible with K1R. I haven't seen any direct conflicts and am about to do a quick playthrough to test this while I work on a BoS:SR patch (not a K1R Compatiblity patch unless there are conflicts).
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KotOR Re-Release Inbound?
Fair Strides replied to ChrisC26's topic in Knights of the Old Republic General
To my mind... "You have one job, guys. Don't screw up the way we mod the game!" -
Install Order, Tough One
Fair Strides replied to LancerChronics's topic in General Kotor/TSL Modding
Yes it does, but I believe one of the hilt models replaces the default model. You can use the lightsaber pike mod (I always found it awesome myself). And Duplisaber uses a custom installer, so I'm not sure about the dlg-patching. And the TSLPatcher will only patch a file (as opposed to overwriting it) if it's told to do so and knows what to add. Given that, I'd check the Crystal attunement mod, and I'd backup any dlg files from TSLRCM before starting... -
Install Order, Tough One
Fair Strides replied to LancerChronics's topic in General Kotor/TSL Modding
(TSLPatcher can edit dlg files) Well, the texture mods will work out just fine, as will the Effects and Beams mods. The SWTOR HKs should be perfectly fine as well. The only ones that I'm not sure on are the Duplisaber (still pretty buggy, though I hear installing that first out of any mods that edit the baseitems.2da gives the best results), the Default Hilts Replacement (will not mesh with Duplisaber), Loot Immersion (if it says it's TSLRCM compatible, go for it and hope), Workbench Crystal Attunement (I'd install it before Duplisaber, I think), and the Rece K2 Power crystal (since I'm not entirely sure what it does). -
I would tell him to hex-edit, but comparing the current names with what they should be, he doesn't have enough characters (short a few)...
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You could try recompiling the head from scratch with changing the names in the ascii model... You might need VP's Headfixer, though.
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This should help. There are links to a 32-bit and 64-bit version within the thread. http://www.lucasforums.com/showthread.php?t=195581 If the links no longer work, then I can probably find it on my system...
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I'll chip in a bit of knowledge on the weighting/rigging... To my understanding: "Weighting" is the act of setting the weight of a vertex or series of vertices, which in turn determines how much those vertices are affected when their parent element (for example, the hand [not the fingers or thumb, essentially just the palm] would be parented to the lower section of the arm in the original models). "Rigging" is the act of adding "bones" to a model and setting them up as the parents of a series of elements, such that when the "bone" is moved, anything parented to that "bone" will be affected, though the amount to which it is affected is determined by the weights of the affected element's vertices. Now, if I'm wrong on any of that, please correct me. For the KotOR games, a regular character or head model will include: the pieces seen in-game, invisible "hooks" (such as the camera hook, right and left hand hooks, the impact hook, or a goggle hook), and lastly invisible pieces of geometry. These are invisible because they have no texture applied to them, so nothing is "rendered" in-game. These invisible pieces of geometry are KotOR's "bones" and it is these "bones" that are actually animated, with the real in-game geometry being parented to these "bones" and weighted so that the geometry is realistically affected. The developers used a series of five models that house the master list of animations: s_male01, s_male02, s_female01, s_female02, and s_female03. Together, these models contain every combat, dialog, and movement animation used by a humanoid NPC. This is done by the models themselves having nothing but the hooks and "bone" geometry in them, and the models that need these animations "linking" to these "super models" in their compiled form. For most of the heads in the game (AKA, any head that is just a head, not attached to a body as a one-piece set so-to-speak), they link to one of these super models, commonly s_female03 (which in itself links to s_female02, which links to the 01 and then the chain continues back to s_male02 and that one includes s_male01), and so gets the animation data from there. The common exception to this is the party member heads, which seems to link back to their normal clothing models (the "BB" models). Given your task and the specific head involved, it is quite likely that you'd need to re-animate the hair yourself (or just leave it along, since it doesn't really move in-game much anyways). As well as this, you can probably import the invisible bones and hooks from a normal head (possibly a twi'lek head) and then copy a regular head's way of linking the parts together. If you do this, you will want to NOT check the "Convert skin to trimesh" box in MDLOps, as that skin piece is what holds the bone-linkage information. The weighting would take some tests to get right, but if you have everything else setup and just have the weighting to take care of, it'll be a lot less stressful... P.S: I apologize for the assault of information.
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Inventory, Character, Feats, Force Powers, Map, .etc The actual HUD is basically already done with the Widescreen from what I understand.
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Last thing: K1, K2, or both?
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I can scale the GUI for you if you want. Just need to know which menus and what the target resolution is.
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Making Darth Nihilus a hardcore badass Sith Lord
Fair Strides replied to VarsityPuppet's topic in General Kotor/TSL Modding
An idea I came up with in the Chat while talking to LIliArch and Malkior: "You know, one way to make the Nihilus fight harder would be to make his Force Zombies attack you as you're walking up to Nihilus before the fight (or in the middle of the fight, or at the end). And buff them. :D" -
How to create a new Sound/VO/Music?
Fair Strides replied to 211darthrevan443's topic in General Kotor/TSL Modding
You'd need to export a raw .wav from a sound program, convert it to an .mp3 using Miles Sound Tools (I have an installer), and then rename the .mp3 extension to a .wav. -
Voice Actors/Actresses Needed -- Scrapyard Games
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
For the time being, I need to go over the auditions that I have and discuss it with Quanon. So I will not need any more auditions at this time. Sorry if you have an interest, but PM or email me in case you want to help out on a future project, please. -
TSL droid eye glow problem
Fair Strides replied to Taki17's topic in Knights of the Old Republic General
Could it be a difference with the texture's .txi info? (view the texture in a hex editor and scroll to the very bottom) -
PM or Skype me and I can help with the file format.
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Question to modmakers about K1R on xbox
Fair Strides replied to xtprojects's topic in KotOR1 Restoration (K1R)
The modules folder will contain any level files, be they .rim or .mod, and the lips folder will contain .mod files with the name of the module file and "_loc" before the .mod part. You might convert the sound files, but I'm not sure... -
Currently I assume it's the power supply or the motherboard. My friend's going to help with a new setup.
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Power supply quit is the current theory, since it was old. Going to replace that and see. Just bought one for about $56 on Jet.
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Affirmation: PSU is the most likely culprit. The query after that's resolved (and assuming it is the cause) is: "What else, if anything, did it affect?"
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Well, the HDDs fine, since I'm using it in a different tower. The RAM cards and graphics card I'm not sure on...
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You could also convert the TLK file to a TXT file using my converter in the downloads section. You could convert all three dialog.tlk files to txt, combine the different lines at the bottom into one of the TXT file and then convert it back to TLK... However, this won't do a thing for which lines the mods' files reference, so you might need some work with K-GFF or something...