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Posts posted by Fair Strides
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What are your system's specs?
It could very well be that your computer simply can't play the game.
You can:
- Disable Movies
- Disable Frame Buffer Effects
- Use hardware mouse
- Disable sound
- Set Textures to Low
- Turn V-Sync on/off, the opposite of what it currently is.
- Run the "Scan Hardware" piece of the Config and post a picture of the results(imgure, photobucket, imageshack, .etc)
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Right now I have 5 hours of alpha game play.
I will soon have 7 hours once i connect the planet to the main body of the game- this coming week or two.
Way to go, Logan!
Really great job, man.
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When installing the mod, did you get the warning about the "driverunanim" thing? If so, you need to either edit the appearance.2da or post it as a .zip file for someone to edit it for you.
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Link to the mod???
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Plus, videogames in general take years to develop with no less than 30 team members who are paid to do it full-time, and even they can be absolutely poorly written, and full of gameplay bugs.
And my answer to that is that "release dates are for those that don't care about quality in mods."
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Darth Insidious, would K1RP translate to K1R or is it a separate mod?
Also, what is SammiDC's Dialogue Tile Fix?
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On finding the relevant textures this can be a matter of trial and error, but you can set up KotOR Tool to automatically export ASCII model files, and to extract all relevant textures for a given model, too. If you double click the model name in KotOR Tool (e.g., PMBIM.mdl) a new dialogue should come up offering options to extract animations, convert skin to trimesh, export each model to its own directory, extract a number of consecutive models, and put each model in its own directory, as well as an export path selector. As I recall, this automatically exports the textures with the model.
Eeehhh.... Yes and no about the above...
I don't know what version of MDLOps KotOR Tool uses (because it has it's own MDLOps in it's install folder), but when you use it to extract models with animations, the animations all have 1 meter taken off of the Z-Coordinate...
And as far as the textures, when you decompile a model with MDLOps, a file is generated in the same place as the model. It's called "
-textures.txt", with " " being the name of the model file (minus the .mdl part). This text document will have every texture the model uses, one texture name per line... The hard part then is tracking down the textures...
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Well...
Modelling is a touchy subject, given how much we don't know about the format.
As far as what you're referring to, I think you could try editing those values in the ascii and then re-compiling the model...
For that, you'll want to do the following:
1. Extract both the MDL and MDX from KT*
2. Decompile using MDLOps.
3. Edit Ascii in Notepad.
4. Recompile Ascii in MDLOps**
*: When extracting, USE THE NORMAL EXTRACT BUTTON; DO NOT DOUBLE-CLICK THE MODEL...
**: If MDLOps 0.6 gives issues in-game, try MDLOps 0.5. If that doesn't work, try KAurora...
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Yeah, it all looks good so far, though custom VOs don't work at the moment. I'm guessing there's a format issue. Also several people on LF are reporting the same crash during BoS on entering the mining facility. No idea what that's about though.
Could the format thing perhaps be MP3 Vs. WAV, or the encoding?
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To be fair, did you ever go past the opening sequence?
You said it was the Steam version, and given that Steam likes to launch the game by itself, I'm not sure if it'd give you the launcher by default.
TSLRCM just changes the assets, but doesn't include the launcher program...
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Oh...
Well, I apologize then. It seems I need to try giving myself some time after I wake-up before hopping online...
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Revan model is a full-body one, noted by F in the appearance.2da entry. Switch that to B and give him a proper head number from heads.2da and you should have some results.
That said, I find the above method obnoxious myself. It's far easier to just pull Revan's .utc files from the module and make adjustments to them.
First and foremost, I hope to not start a war over this or to lose any respect I've managed to gain here, but please read the following in the mindset of "suggestive criticism" rather than "critical reprimand":
I'm sorry Kainzorus, but please bear in mind that forgetcanon has only made two posts, with the first one being to thank me for a link to modding tools since SWK was down at the time.
That being said, unless they're a long-time lurker or are active on LucasForums, they probably don't know too much about modding the game.
Given the most-likely lack of experience, it's no wonder forgetcanon would look to the foundation of the character to make changes to the character. I don't know if they know about the .utc files, so they will most likely appreciate someone explaining the files and how to find them.
Again, I don't mean to start a war, and I don't want to offend you, so if I do then I apologize.
@forgetcanon:
While I do not know why you'd have issues between the male and female versions of the models, I do know that what Kainzorus Prime said would be the easiest way to enable your changes.
The .utc file is what I consider the Universal Template for Creatures and is where a character's data is stored for the game to use. When you open .utc in KotOR Tool, you can edit their Inventory with a button at the bottom. This also allows you to change their equipment.
So, what you can do for Revan is to make a disguise item like the Sith Armor from K1 and equip it to Revan's chest slot in KotOR Tool.
To find Revan's .utc file, it depends on whether you have TSLRCM installed.
If yes, go to KotOR2->ERFs->Modules->711KOR.mod->R->revan_fake.utc
If no, go to KotOR2->RIMs->Modules->711KOR.mod->Blueprints, Creatures->revan_fake.utc
And if you need help making the disguise item, people are willing to help if you ask.
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Here ya go, just about every tool from the site:
(Let's just say I'm a hoarder/like to be prepared...)
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HEADS UP:
Part of an email I just received:First and foremost; thank you so much for your continued work on KSE.
Now that I've said that, I have been able to successfully edit Android/iOS save games with KSE by copying the savefiles to the PC.
Also, the overrides files can be used with the Android/iOS as long as you place the overrides folder where your saves folder is.
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In that case, I'd advise in setting compatibility to Windows 7 or XP and trying that.
Short of that, send me the save via PM and I'll be sure to edit it for you.
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Hello, Jason.
I'm the one who made KSE 3.3.5, and so am here to help you out.
First off, that's an impressive amount of digging!
Second, can you post the KSE_Log.txt results?
Third, have you tried running KSE from a commandline and seeing if errors pop-up?
Lastly, have you tried following the "Hard-coding" steps from here: http://deadlystream.com/forum/files/file/478-dll-files-for-fair-strides-tools/
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wow, no obb's = YAY!!!!!!!!!!!!!
Now if someone can check if KSE works okay on Android saves...
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Got it working, but there's a lot of flickering.
No pics?
Also, could be issues with shadows, VSync, or grass. Does your game run normally with these on and the SweetFX off?
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Actually, you have it backwards. The VirtualStore is not the normal directory.
In the KotOR 2 install directory is a saves folder. This is the "normal" place to find saves. When run in compatibility mode for Windows XP, the saves part is done as it was originally intended by the devs, from the saves folder in the install location. The Virtual Store is from Windows 7 and up, and is a failsafe if anything.
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Feel free to re-skin all the textures of the game; I however, have better things to do than create everything from scratch, especially for a texture that is only used TWICE in TSL as far as I can tell
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He said "re-skinning the texture", not every texture in the game. And "re-skin" does not mean "re-create", "re-do", or "create from scratch".
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Also, just make sure you have the 1.1 redistributable installed.
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You still have the source for all of the TSLRCM loot scripts though, right? I could easily set up a repository for the source scripts. Would be super easy.
Yes, but Blink's mod is for K1 for now...
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Could you PM me details on your exploits into using TSLPatcher to patch the dlgs?
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Sounds like a good way to do it... what would be the problem with it then that it doesn't work?
Not quite sure why you need a global for all different planets though, wouldn't just the one work, and be reset on the Hawk when leaving the planet (to prevent going in and out to heal resetting the timing)?
Simple: I haven't done it yet. This is all just theory. I haven't started on any of this yet.
As to the different time thing on planets, I was thinking that different planets might have different "cycles". And when you go on the Ebon Hawk, I was planning on advancing the time by two hours.
[TSL] Prequel Robe Replacement
in Mod Releases
Posted
1024x1024 or 512x512, whichever is closer to the current size.