Fair Strides

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Everything posted by Fair Strides

  1. I'm glad you asked, HH. I'm thinking of making 23 placeable models, each within the size of the original skybox. As time progresses, I'll spawn another hour and delete the previous hour. As far as the models themselves go, I'll be making each one a little smaller than the previous, to avoid clipping. Now to address how the time thing goes. In the module.ifo file, there are four fields of note: Mod_StartHour, Mod_StartDay, Mod_StartYear, and Mod_MinPerHour. The first three are pretty obvious. The last is simply the number of Real-World minutes equals an Hour in-game. By default, the game modules operate on a 2 minute scale, meaning two real minutes is an hour in-game. There's also a few functions of note: GetTimeHour, GetTimeMinute, and GetTimeSecond, and SetTime. These return integers, which I can then convert to strings, add together, and set as a global string for the planet in general. I'll edit the OnExit script for each planet's module to set the global string. I can then add to the OnEnter script to get the last planetary time and set the current time to that, as I think the Mod_Start time is used upon load. In this way, I should be able to do it, and I'll be adding up to 8 global strings, depending on Sleheyron's completion.
  2. Well... Believe it or not, I've kept almost all the files throughout several re-installations of XP. I can still do the mod. I have many ideas on how to do it, though the only limitation is the mdl format. I do intend to do it, so don't worry, guys. I'll first do it for Dantooine, as Malkior already has the files done.
  3. Yes, you aren't launching the game as an administrator. To find your saves, try going to Documents and Settings\\ApplicationData\VirtualStore or something like that.
  4. Eeeehhhhhh...... I don't know, something about a helmet-less Stormtrooper just gets me the wrong way, and not because he's black. They were known for the intimidation of anonymity...
  5. Now just explain how you did that. In the end, I can write all this up in a PDF for you.
  6. Well, here's an idea: make bumpmaps for the skybox textures. Picture Dantooine, Malachor, or Duxn.
  7. And with the new cubemaps, you might replace CM_Baremetal in your Realistic Aliens and Eyes mod(s)...
  8. Yeah, KotOR 1 and 2 only do multiples of 2. Not necessarily square textures, like 1024x1024, but it needs to be a multiple of 2. Most commonly used in KotOR are 256x256, 512x512, and 1024x1024l
  9. Okay, new favorite modder, right here! Now just write up tutorials, or explain the process to me and I'll write the tutorials, for the bumpmaps and cubemaps, and texturing will be so much better.
  10. Not sure. Did you mess with the placeable's walkmesh?
  11. Hey, I can't wait for him to update it with his bumpmap discoveries!
  12. Perhaps check the "read-only" status of the tslpatchdata folder?
  13. Check for read-only on those two .mod files.
  14. Worst case scenario, send me the .jrl file and let me know which game it is, and possibly send over the dialog.tlk
  15. As an addendum to DS's comment, a cubemap is used in a .txi file with the following: envmaptexture And basically gets mapped over the alpha layer. As the alpha layer gets closer to black, that part of the texture would normally develop a transparency, becoming completely invisible at black. When you use the envmaptexture though, the texture is applied in varying intensities instead of the transparency. The most common use is envmaptexture CM_Baremetal for the shine effect on armor, like the Sith Soldiers.
  16. Hmm... If you could test that some more, I'd appreciate it, LiliArch. As it is, I'm wondering if that's happening when you edit the strref of the quest name?
  17. Guys, I was using this for K1R and found several bugs; one where opening a file didn't work as intended, and another where the Field of View for Cameras wasn't saved due to a typo. So, I ask for anyone who has downloaded this tool to look for more bugs for me to fix. I already fixed the two above, and need to investigate one with saving a door's name.
  18. Guys, I was using this for K1R and found a bug with the Planet ID not being saved right (was a typo on my part). I ask that anyone who has downloaded this tool please continue to look for bugs. I fixed the bug above, and found another bug with the "smart placement" of the Quest Info. I'll likely be re-building that from scratch.
  19. You have my sympathies. I helped a guy do a Russian Translation of KotOR for the PC version. If you were looking into the PC version of Inquisition, I could check the dialog.tlk format and try to help you out, if you were interested in translating the game.
  20. He noted that his OS is Win7 64bit, so I'm wondering if he's using the Vista/7 Dll fix?
  21. That's... not really a bug... More of an opinion. But we are fixing bugs. For the most part, 1.0 will be integrating restored content and making sure it works as intended. Most of the vanilla bugs won't be fixed until 1.1.
  22. Do anyone know Fallen Guardian's Email address? He hasn't logged into LF or DS for a week and I need to contact him.

    1. Sith Holocron

      Sith Holocron

      I just send him an email to please get in touch with you via PM. Best of luck.

    2. Fair Strides

      Fair Strides

      @SH: Can you email me his address? Canderis at LF gave me one for him, but he wasn't sure if it was the most recent one...

  23. I wonder... Malacore5, did you disable Steam's auto-updating for KotOR 2, and what mods you have installed?
  24. If all you wanted done was shape of the skybox altered, all you'd really need would be the .mdl and .mdx. The part about .lyt and .vis is more for replacing the entire skybox with a brand new one, or for making a custom area.