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Everything posted by redrob41
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I'm stumped. You might have to post a new thread to the community and see if any body knows a way to add the species info at character creation, rather than my dialog driven option. I'm guessing that someone like Stoffe or TK102 might have some ideas.
BTW, you got the e-mail? How does Kyle look to you? Close to your original vision, but different enough from the new Asian PCs? Also check out the HoS (Arscat, Shasi, Ontrus). I'll have the robes over to you tonight (thanks to J7 )
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yeah, it seems that I've missed a bunch of mdl, mdx, & tga files (including kyle's). They are in my older Override dir (for testing everything), but I guess after they checked out, I forgot to copy them into the patcher set up. I'll send you another update soon.
Looks like I missed the force vision in 1st person too. All the 2da lines' label names look accurate, so they shouldn't mess up your new utc files (after you update them). I'll just have to keep tweeking the individual cell entries in the 2da, untill I get them right.
If the game is crashing, then there's probably a missing mdl or mdx or both. Or maybe the 2da entry is mis-spelled. Very likely that happened with the female Twileks, since they have a different undie model than the humans.
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you can add the update files (changes.ini & mdl & mdx) to the tslpatchdata directory that came in the first large 7zip package. You will have to overwrite any files already in the directory. Then run the patcher (it will install the 2da, mdl, mdx, txi, uti, files). Then extract all tga files into the override directory. Then extract the update tga files in (and overwrite the old ones).
Basically, the update files are just replacements for the those particular files (10 or so), but can't be installed on their own with out the original package.
In the future, that's probably what I'll do. I think it is easier to e-mail a few replacement files, rather than try to repackage the whole thing every time. Eventually though, after I've added all the utc files to the patcher data, I'll repack everything with the newest files, for the dev team.
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great! I'll do some testing too, just in case I spot something I missed.
I was hoping my newest post in the RoR thread would get people excited. There have been lots of views since the post, but nobody has commented. Oh well. Maybe it'll take longer to get to 1000 posts than I thought
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yeah, I consistently go to bed at 1am. Up at 6am. TOO MUCH modding . It's a good thing I can sleep in on weekends, or I'd be dead already
I'm having a logistical nightmare: how to get all the tga files over to you. I'm trying to compress them with 7zip, into packages less than 10Mb (so I can e-mail them one at a time). So far, there are 17 packages, plus the installer with all the models. Uncompressed, the textures make up 643Mb of data.
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well, the TSLPatcher setup is taking longer than I expected. I thought I was close, when I realized that I still had all the dancer skins to do. Since I've got to do one for every near-human & Twi'lek skin colour, it'll take a couple days. I'm gonna wuss out and only do a generic DS one for everybody. It'll be all black, red, and gold - no visible skin. Kinda like the DS undies. Party members will still have unique DS dancer outfits.
I might get the set-up done this week :crossing fingers:
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yep, I got it; it was filled with tgas . I should be able to get everything to work, but I might re-name things, just to keep it consistant/easier to recognize. Mostly I'd be numbering things in consecutive order and dropping the "new" part of your file names. That makes it easier in the appearance.2da, especially for the single body models like the Bith (they use the racetex column).
For aliens like the Weequays (single body+head model but separate body/head textures), did you need to make new models and hex edit them with the new texture names?
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oh yeah, I guess I didn't say... I'll try and get a working TSLPatcher ready by the end of next week (earlier if things go error free). After that, if there are any NPCs that you have and I don't, we'll iron out the kinks. Once I've got the bulk of it done (and working right), then all the new 2da entries will go at the bottom of the list, so that it won't mess up which lines are already being used for utc.
I can't believe how long the text file for the changes.ini has gotten
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I haven't worked with Kotor audio files in a couple of years (so I might be wront), but I think that all audio files need to be converted using Miles sound programs. See the main tool tutorial for more
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I don't know, never tried it yet. Most placeables that are people that I know of are corpses. It probably wouldn't be too hard to make a placeable from a body and head, it would just take some gmax model merging, and move the verts around to put it in the posture that is needed.. The result probably wouldn't be animated at all though.
Were you needing some kind of statue that doesn't move except for the mouth, or something? You could probably make a body model that doesn't have animations, then the head would just rotate at the neck. Then it would still be an NPC with lines in the .2da files and it would need a .utc file. It might work .