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Kexikus

Member Since 14 Oct 2014
Offline Last Active Today, 08:36 AM
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#61178 New Landing and Take-Off Videos

Posted by Kexikus on 09 December 2017 - 05:39 PM

Okay, as I said, I'd definitely help such a project and here's what I could offer:

  • I could create planet backdrops, i.e. planets seen from space as we'd need those for all the landing and take-off videos. For examples on planet backdrops I created before, you can have a look at my TSL Backdrop Improvement mod
  • I could do some animations in Terragen. I'm not quite sure how useful that'd be as most of the shots use the actual area models and can therefore just use the skybox (btw, I'd love to sneak my HD skyboxes in there ;)) but I think there are some shots that show the Ebon Hawk flying over terrain somewhere further from the landing pad and those could be rendered entirely in Terragen, using the terrains I make for my skyboxes. The problem here could be that the lighting and other details might differ between a scene rendered in Terragen and whatever other rendering software we'd use, so that it might not even be very beneficial.

And I think that's about it^^ I have some experience with making 3D models but there are others here that are way better and way faster at making them, so I'd leave that to you.




#61154 [WIP] High quality skyboxes

Posted by Kexikus on 08 December 2017 - 05:41 PM

I just watched the TSL landing/takeoff videos again, and wow the quality really is terrible. We must be to the point now where it's time to re-render all those as some sort of large group project. But in terms of the skybox, it's very orange.

 
I've actually had contemplated remaking all the cutscenes as a large future project for quite some time now. But I really don't know if I'll ever get to it or if I even want to tackle something like that. But I'd definitely join any group project that tries to do this.




#61147 [WIP] High quality skyboxes

Posted by Kexikus on 08 December 2017 - 09:28 AM

I fully agree with you all when it comes to just the rendered image, but it just didn't look right when seen ingame. Maybe I should change the area fog to make it blend better and see if that improves it. Or I'll try a middleground between those two.

In any case, thanks for the input!




#61139 [WIP] High quality skyboxes

Posted by Kexikus on 07 December 2017 - 08:22 PM

More progress: I worked some more on the Dxun tomb skybox but I don't really have anything to show for it as I didn't quite get what I wanted yet. So instead, I started with Korriban. I was really happy with the terrain and lighting in my original K1 Korriban skybox, so I wanted to keep that. But the clouds looked really bad on that one, so I remade them using the EasyClouds feature from Terragen 4. I plugged in values similar to those I used in the original skybox with some small changes and the EasyClouds produced something fantastic. So I just added a layer of Cirrus clouds on top of that for additional variety and I was done. Without rendering, that took about five minutes... :D

 

On the left: The old clouds. On the right: The new ones.

 

ZLRvS2jl.jpg

 

With that done, I continued with TSLs Korriban and I have to say, that's one of the ugliest skyboxes in all of KotOR. The terrain is actually quite good, but the colors are sooo unnatural and for some reason the sun is invisible although it shouldn't be, judging from the shadows. So now I faced the difficult task of remaining somewhat faithful to the original (so that my new skyboxes don't clash with the prerendered videos for example), while also making it look good.

 

The terrain would obviously stay the same from K1 and so I did the first thing that came to my mind and I dropped the sun closer to the horizon, coming from the K1 version above. The thinking here was that the (inivisble) sun in the vanilla skybox is actually quite low and this purple-ish sky is also something seen close to sunset. And the result was really awesome, but far too red. This was due to the fact that I had colored the entire sky very red-ish for the K1 skybox but as I didn't want that here, I returned to the standard atmosphere with only a little bit more red. The result can be seen in the middle of the picture at the end of this post. I think it looks really good, but when I put this skybox ingame, it just didn't fit very well:

 

aBGypnPl.png

 

The area fog color would change of course, but even then, the area model doesn't feel as if it's that close to sunset. So I went ahead and moved the sun slightly upwards. I think that one is now pretty good already, although I will tweak it some more. Currently the area around the sun is too bright with the model self-illumination and I'll probably have to move the Cirrus clouds around so that they don't obscure the sun. But it does seem like a good fit:

 

RAq19Rvl.png

 

And finally, here's a comparison of the vanilla skybox (left), my first or actually second attempt (middle) and the latest tweak (right):

 

HlieBci.jpg

 

Please let me know what you think and thanks for your interest :)




#60998 [WIP] High quality skyboxes

Posted by Kexikus on 30 November 2017 - 05:58 PM

More progress: I took a break from my dark side Juhani mod and instead of going back to the Onderon clouds, I decided to start working on the Dxun skyboxes. Skyboxes you may ask? Yes, there are actually two skyboxes for Dxun and I intend to make use of that fact. One is used for the biggest part of Dxun and one is used for the Sith tomb part.

 

I mostly worked on the "normal" one and both terrain and sky took quite a while before they were in the current almost finished state. Here's an in-game shot from a slightly outdated version and as always rendered in low quality:

 

5ErGJZdh.png

 

I really like the way the clouds turned out in the end, although they might need some more contrast in-game. The mountains (you can see only one in this picture) were changed since I took this screenshot and I will also move this big mountain more to the right so that it stays where it is in the vanilla skybox.

 

To show these changes. Here's a render of the latest version:

 

OxdFYPb.png

 

It's a little hard to see due to the low resolution but I changed the mountain color from grey to brown for it to fit with the modeled mountains in-game. Then I also made the mountain smoother, once again to better resemble the in-game mountains. And I removed the trees from the very top. This is now pretty close to what I had in mind, so I'll probably leave it for now and once I get back to it, I'll work some more on the colors.

 

And finally, here's a preview of some experiments I did with the stormy skybox for the tomb. I want this skybox to feel like a real thunderstorm so apart from using a different cloud setup, I figured it'd be nice to also see rain showers in the distance, which is what I was playing with when the following render was created:

 

SWkqS0G.png

 

The current clouds in this shot are taken straight from a post by rcalliotte on the planetside forums and I'll definitely modify them or create my own from scratch as I'm not very happy with those yet. But the important thing here is the red part: The rain. It's obviously not going to stay red. That's just for better visibility. But apart from being rendered with way too low AA and generally low quality settings, it does seem very promising. I'll have to play around with the height to make sure that the rain actually starts at the clouds and not below but then it should work quite well. For those interested: The rain is really just an inverted and vertically stretched cloud with a very small scale and masked by the actual cloud shader so that it appears only where those are thickest.




#60890 [WIP] (a1.1.0) KOTORPatcher - TSLPatcher-like app for Android

Posted by Kexikus on 24 November 2017 - 10:26 PM

Unrelated, but is there a way to disable code block coloring? And why don't newlines stick in code blocks? Do I need to do \n or something?

 

You can set the code type to XML to get rid of the coloring. But I don't know about the newlines.




#60647 Create A Jedi Trainer

Posted by Kexikus on 13 November 2017 - 12:39 PM

To Change The Dialog depending on who is in your Party, You simply add a different entry in your Dialog File that has The alternate Dialog. For example You could have The NPC say hello to your PC and then his next Line would depend on whether or not Zalbaar is in The Party. Then you'd just have both options as different entries connected to The Same reply (in This case an empty one after The initial NPC line). Then You just Need to use The proper conditoonal Script for whichever option is listed first. Luckily there Are scripts for both cases and all Party members in The Game that You Can use. They're names something like k_con_juhanipm or k_con_juhaninpm for Juhani being in The Party or not. The Zalbaar Version should follow The Same naming convention. You Can check by looking at the compiled scripts in scripts.bif with Kotor Tool. Once You found The correct Script, add its name (without Extension) as the conditonal Script for The First option in The dlg.


#60550 Main Character Voiceovers, Possibly?

Posted by Kexikus on 09 November 2017 - 04:59 PM

Yes. And that's not all.

First, finding the dialogs.... Well, that is almost all of them, and they are everywhere. It would be great if all of any one filetype was contained in a folder that had that filetype as a name. LOL.

The next step, would be adding lips for every dialog option. Individually.

Then, record a VO for every PC response, to every NPC in the game, give it a filename, and then insert that filename into it's instance. Then repeat ad nauseum.

I don't lightly poo-poo modding projects. This one is a tall pile.

 

As I explained in my first post in this thread, I think it's even worse than that as you can't just add voice-overs to PC replies AFAIK. You'll have to add an entry with the PC speaking after each reply and then continue from there. It's probably possible to automate this process to save time, but it'd still be a lot of work.

Finding all the dialog files would be easy though as KotOR Tool even sorts files by filetype.




#60436 How do I change the feats used by NPCs?

Posted by Kexikus on 04 November 2017 - 09:02 AM

Also note that if you want your changes to take effect ingame, you need to load a savegame where you never visited the model that your edited NPC is in. Otherwise savegame data will override your edits and you won't see them.




#60409 Main Menu Experiments

Posted by Kexikus on 03 November 2017 - 12:53 PM

The blue part is indeed a little wonky but everything else looks great! I prefer the first version as that cleaner appearance is more fitting for K1 IMO.




#60173 Main Character Voiceovers, Possibly?

Posted by Kexikus on 30 October 2017 - 05:46 AM

I think it should be possible but only in a very time consuming way (I might be wrong though).

 

In the KOTOR games dialogs consist of a series of alternating entries and replies. Replies are what the PC says, entries are for NPCs. Now, I don't think it's possible to add VO to replies but it should (in theory) be possible to add an additional entry after every single reply in every single dialog file that has the player as the speaker and that has VO. Setting this up would of course be a tremendous undertaking but it should be possible. In addition to that you'd also have to check for the players gender so you'd effectively end up with twice as many added entries.




#60144 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 29 October 2017 - 08:05 PM

Good news: I finished the last newly added scene that was discovered to be missing during testing. That reduces the number of things left to fix to basically two categories: Juhanis comments during certain side quests and some Juhani related vanilla bugs I want to fix. Then there's of course more testing to do in order to see if the things I fixed after the inital testing are actually fixed and finally the voice overs.

 

But I'm a big step closer to the second test run and thus to finishing this mod. Thanks for your interest :)




#60073 Revan's lightsaber stance mod

Posted by Kexikus on 28 October 2017 - 07:30 AM

Probably not and it's very unlikely to happen unless someone remakes the animation from scratch. I have to wonder, where would you want the player to use this animation?

 

The reason for it being very unlikely is that this is a pre-rendered cutscene that was created using a custom module in the game. It is possible that this model and all the contents of the scene exist in its original shape. (I know that the Revan and Malak find the Dantooine star map scene exists for example.) but even then, this scene would be using cutscene animations that are specifically tailored for this one scene and that cannot really be used anywhere else in the game.




#59920 Fair Strides' Script Shack

Posted by Kexikus on 23 October 2017 - 03:23 PM

Two questions from me today:

 

First of all, in the documentation for GetPartyMemberByIndex(int nIndex) it is stated that this should return the party leader for nIndex = 0 and the two party members for nIndex = 1 & 2:

// 577: Returns the party member at a given index in the party.
// The order of members in the party can vary based on
// who the current leader is (member 0 is always the current
// party leader).
// GetPartyMemberByIndex
object GetPartyMemberByIndex(int nIndex);

However, this seems to be wrong as I've been using it to get party members 1 and 2 and it only gives a useful result (the second party member) for nIndex = 1. To get the first party member, I need to use nIndex = 0. I was wondering if anyone knows if that's how it always works as I doubt that it's intended. I'm assuming that as this is the reason for the second party member spawning in the main hall in the hostile Korriban academy instead of in it's appropriate position.

 

The second question is somewhat weird. I've been testing that scene where you enter the hostile Korriban academy to find what's causing the incorrect spawn point and as stated above, I found the culprit. However, I thought the issue was somewhere else for a while which is why I had a closer look at the script spawning the party members upon entering the academy after retrieving the starmap. It's the OnEnter script for korr_m35aa, called kor35_enter. Here's the relevant part:

int nGlobal = GetGlobalNumber("KOR_FINAL_TEST");
		if (((nGlobal > 3) && (!sub6()))) {
			SetGlobalBoolean("KOR_ADD_PARTY", 1);
			sub8(1);
			int int18;
			int int19;
			string string1;
			int18 = 0;
			while ((int18 < GetGlobalNumber("KOR_REMOVE_PCS"))) {
				int19 = GetGlobalNumber(("KOR_REMOVE_PC" + IntToString(int18)));
				sub5(((("KOR_REMOVE_PC" + IntToString((int18 - 1))) + ":") + IntToString(int19)), (6 + int18), (6 + int18), 5.0);
				switch (int19) {
					case 0:
						string1 = "Bastila";
						break;
					case 1:
						string1 = "Cand";
						break;
					case 2:
						string1 = "Carth";
						break;
					case 3:
						string1 = "HK47";
						break;
					case 4:
						string1 = "Jolee";
						break;
					case 5:
						string1 = "Juhani";
						break;
					case 6:
						string1 = "Mission";
						break;
					case 7:
						string1 = "T3M4";
						break;
					case 8:
						string1 = "Zaalbar";
						break;
				}
				AddPartyMember(int19, GetObjectByTag(string1, 0));
				(int18++);
			}

You can ignore all the subX() functions as they are either for debugging or not related to spawn NPCs. As you can see, the game will check KOR_REMOVE_PCS which should be the number of party members that got removed when leaving for the final tomb. It's set in k_pkor_partyleav and it's actually incorrectly set to the number of removed party members + 1, but that's not the issue here. The game will then go through KOR_REMOVE_PC0 to KOR_REMOVE_PC2 depending on the number of NPCs that got removed (although, it goes one step to far due to the incorrect KOR_REMOVE_PCS). These three globals are also set in k_pkor_partyleav and contain the party member indices of the removed NPCs and KOR_REMOVE_PC2 is just 0 as there is no third NPC to remove from the party (which makes me wonder, if at some point you had three companions at once). The game will then save this index in int19 and assing the proper string in string1 to spawn the NPC with AddPartyMember.

Now, this is obviously working, but as soon as I change the values of KOR_REMOVE_PC0 or KOR_REMOVE_PC1 with KSE, that NPC just won't spawn for some reason. The only two party members that will spawn are Canderous and Juhani, the two party members that should spawn in my playthrough without tinkering. However, they also spawn if I switch their positions in the globals, which makes me wonder what the hell is going on here. All I can confirm is that both the index and the string are assigned correctly, so it seems that it's the AddPartyMember that fails. I just don't know why...

Then again, it's not actually a problem as it seems to work fine in vanilla and when not using KSE to alter these two globals and I have no intentions of altering that part of the script. I'd just like to know what's going on.

 

Thanks for any help :)




#59823 Improved blaster bolts

Posted by Kexikus on 19 October 2017 - 12:47 PM

Have a look at this mod. Maybe you can find the files in there.


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