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DarthParametric

Latest Posts

Page: 9 of 26
Posted in: Missing texture
 DarthParametric
06-04-2011, 9:41 AM
#2
KOTOR Tool will extract the appropriate textures for a given model if you have it set to export an ASCII model on double clicking. Alternatively, convert the model to ASCII manually and MDLOps will produce a text file with the texture name/s....  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-16-2011, 8:55 AM
#42
Bigger is usually better in the case of textures, yes. Body textures and the like should be 1024x1024. You can get away with 512x512 textures for smaller models like weapons. The vanilla textures are usually pretty bad though, so you'll have your wor...  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-16-2011, 7:37 AM
#40
Highly unlikely. I doubt you could even do it in Photoshop - at least not in the exact manner you seem to be after. You can fake depth and height with certain techniques and PS filters certainly, but that only works with static images with a fixed li...  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-16-2011, 4:05 AM
#38
Most of the functionality for the "fancy" Aurora stuff was ripped out of Odyssey as it wasn't usable on an Xbox. What you are see are just the remnants that you won't be able to do anything with....  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-05-2011, 10:57 AM
#25
You don't determine colour via the TXI. The envmap just adds a glow to the areas of your texture with transparency. You don't make those areas completely transparent - you just add a tiny little bit of transparency via the alpha channel. Thus the tex...  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-02-2011, 1:48 AM
#10
Refer to this for some info on valid TXI arguments: http://www.lucasforums.com/showthread.php?t=175937 By the way, you don't want to "erase" areas you want to glow (or be otherwise affected by environment maps), you need to set up an alpha...  [Read More]
Posted in: [TSL]Making stuff glow
 DarthParametric
06-01-2011, 10:49 AM
#2
Tsk, tsk, search holds all the answers you seek young Padawan. Hint - envmaptexture CM_Bright...  [Read More]
Posted in: Help Needed
 DarthParametric
05-25-2011, 12:14 PM
#3
Presumably you are looking for a 3 view? Like this kind of thing - http://i374.photobucket.com/albums/oo185/DarthParametric/TSL-Malaks-Armour-Reskin-01.jpg Or for a head tex more like a 2 view I guess - front and side - like this - http://i374.photob...  [Read More]
Posted in: female android and yet another Darth Talon
 DarthParametric
05-23-2011, 10:51 AM
#23
Her face markings in the comics are asymmetrical so I could not over come that hurdle.You can overcome it if you remap the head so that it no longer mirrors the face. Not as efficient a use of texture space of course, but that's the price you pay....  [Read More]
Posted in: New model working in-game issue
 DarthParametric
05-10-2011, 10:41 AM
#2
The menus use separate models....  [Read More]
Posted in: Torgruta Skin feedback
 DarthParametric
04-14-2011, 11:06 PM
#12
Body/face textures should be 1024x1024. There's not much point going higher because the engine is so outdated that there is really no tangible gain beyond this....  [Read More]
Posted in: Torgruta Skin feedback
 DarthParametric
04-14-2011, 7:13 AM
#7
It's not a big deal to hex edit one of the vanilla heads to use a custom texture (which is what the model you are using is I imagine). They all use the same UV map, aside from Mission's head which is unique. Looks like there is some pixelation on th...  [Read More]
Posted in: Quanons Big Sell out!!!
 DarthParametric
02-07-2011, 8:08 AM
#10
In some of the zips you'll find PSD (photoshop files), I've used the CS4 version of PS to create them. Again older versions of PS might not be able to open them.Unlike some other Adobe apps (like Illustrator), PSDs are versionless and backwards compa...  [Read More]
Posted in: Q: adding Mission vao as a PC in Kotor 2
 DarthParametric
01-03-2011, 2:48 AM
#12
This idea has come up a number of times before. See this thread for some additional info on the Mission model and textures - http://www.lucasforums.com/showthread.php?t=201196...  [Read More]
Posted in: Gun model still doesnt work!!!
 DarthParametric
12-28-2010, 8:44 PM
#2
You need to use a TGA, not a JPG....  [Read More]
Posted in: Alpha Channels
 DarthParametric
12-29-2010, 5:07 AM
#4
A look at K1's texture shows that by default it uses the mycube env map, so using a different one shouldn't require anything but a proper TXI. How is it formatted? Like this? envmaptexture CM_Bright The envmap entry in appearance.2da is starred out...  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-18-2011, 1:56 PM
#99
It was the guy that owned the PR agency 2K was using. They dumped them after the comment, as noted in the update at the start of the article....  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-18-2011, 11:58 AM
#97
http://arstechnica.com/gaming/news/2011/06/duke-nukems-pr-threatens-to-punish-sites-that-run-negative-reviews.ars...  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-17-2011, 1:39 PM
#94
True enough... but the video game industry (that's geared towards adults as Nukem's rating suggests) seems to be the least likeliest of places to be a prude :xp:Seems to be the American (and apparently - and unfortunately - now also the Australian) w...  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-17-2011, 9:50 AM
#90
I'm not sure if it's as much about what people were expecting as what they can be seen to be publicly endorsing....  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-13-2011, 2:11 PM
#86
http://www.dukenukemreloaded.com They are planning on an incremental release approach from what I understand (not too dissimilar to BGR). Last I heard they will be releasing some multiplayer maps soon....  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-13-2011, 10:43 AM
#83
For those that find DNF lacking, there is always DN3D: Reloaded to look forward to - a recreation in the Unreal 3 engine officially sanctioned by Gearbox....  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-11-2011, 7:40 AM
#76
It's simultaneously hilarious and sad when you see it getting slammed with 4s and 5s out of 10 when dross like DA2 pulls 8s and 9s....  [Read More]
Posted in: Duke Nukem Forever this year?
 DarthParametric
06-11-2011, 7:29 AM
#74
From what I've seen, it seems like a lot of the reviewers that have criticised it are towing the politically correct line, either because they actually believe in that BS or to maintain the "integrity" of their site/magazine....  [Read More]
If it's just a reskin they should work fine together, but I've never tried it myself....  [Read More]
Page: 9 of 26