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bead-v

Member Since 10 Aug 2010
Offline Last Active Yesterday, 08:33 PM
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#63004 Malachor V

Posted by bead-v on 18 February 2018 - 12:32 PM

Memories? How so?

 

http://deadlystream....-an-ending-mod/


  • jc2 likes this


#62911 TSLRCM 1.8.6 - A "what if" thread

Posted by bead-v on 13 February 2018 - 07:44 AM

Imo,Train the Handmaiden deserves to be added to TSLRCM because it doesn't really feel right that Exile can't teach her any lightsaber forms unlike other party members.

Being able to teach her the lightsaber forms helps her to have an easier time against other handmaidens at least.(Even if teaching forms to others isn't that useful)

http://deadlystream....the-handmaiden/

 

Actually, Handmaiden, as well as every other trainable NPC, does have VOs for the training. They are part of the range 411–418. So this would just be straight up restoring stuff.




#59692 KOTORmax

Posted by bead-v on 10 October 2017 - 07:48 AM

Would a tool like this be able to fix the data errors in the M4-78 modules that allow enemies to shoot you through the walls? (In the Environmental Zone specifically)

 

I never tinkered with that specifically so I have no idea how it actually works, but since we can definitely control everything in a KOTOR model with the new tools the answer should be 'yes'.




#59664 KOTORmax bug reporting thread

Posted by bead-v on 09 October 2017 - 06:36 AM

It's a probem with MDLedit, the same thing happens even if you don't pass it through KOTORmax. I've got a few ideas, gonna try them ASAP. Thank you both for the screens and the files.




#59645 KOTORmax

Posted by bead-v on 08 October 2017 - 10:48 PM

File Name: KOTORmax

File Submitter: bead-v

File Submitted: 09 Oct 2017

File Category: Modding Tools

 

 

 

 

 

KOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco.

 

How do I set it up?
Open the .zip archive, the instructions are in the readme file.

 

How do I use it?
Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it.

 

KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst.

 

What's different from NWmax?
– Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed.
– Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export.
– Support for bezier animation controllers.
– Lightsaber mesh object.
– New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper.
– LYT and VIS file Import and Export.
– Game smoothing preview.
– Sanity check now adapated to KOTOR models.
... and much more!

 

Max crashed/froze/reported a weird error!
Describe your issue in the relevant thread and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post.

 

Thanks
A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax.
I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now:
– DarthParametric
– JCarter426
– Quanon
– VarsityPuppet

 

Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

 

 

 

 

 

Click here to download this file




#59641 MDLedit

Posted by bead-v on 08 October 2017 - 10:06 PM

And since you mention KOTORmax, when and where will that be available?

 

As soon as it's approved :lol: I expected MDLedit to take a little longer before it's approved, I didn't take this time gap into account.




#59637 MDLedit

Posted by bead-v on 08 October 2017 - 09:15 PM

Posted Image

 

File Name: MDLedit

File Submitter: bead-v

File Submitted: 08 Oct 2017

File Category: Modding Tools

 

MDLedit is a (de)compiler for KOTOR and KOTOR2 model files.

 

Which version should I download?
There are two packages on the download page. They differ in whether the program uses Visual Styles or not. The difference is purely visual, they are completely equivalent in terms of functionality. The version in the mdledit_v0.0.0xp.zip package will work on Windows XP or newer as well as on MacOS through Wine, but it will look like crap. The version in the mdledit_v0.0.0.zip package will look better, but will only work on Windows Vista and up.

 

How do I set it up?
Open the .zip archive, extract the .exe and run it. If you want MDLedit to keep track of your option between sessions, create a blank mdledit.ini file in the same folder as your .exe.

 

How do I use it?
The program comes with a help documentation window accessible from the About menu, read that to learn how to use it. If something is not mentioned there please let me know in the relevant thread (link to be added) and I will explain the functionality and add the explanation to the help window for the next version.

 

MDLedit was designed to be used with KOTORmax and the new version of KotORBlender by ndix UR. Using the ascii model files that it produces with NWmax will cause data to be ignored in the best case and a crash in the worst.

 

The program crashed/froze/reported a weird error!
Describe your issue in the relevant thread and I will look into it. Attaching a .zip archive with the files that MDLedit was processing when the problem appeared is also very welcome.

 

Thanks
A big thank you goes out to ndix UR, without whom MDLedit would have maybe half the functionality it has now.
I would also like to thank the testers, who also made a lot of great suggestions that made MDLedit that much better:
– DarthParametric
– JCarter426
– Quanon
– VarsityPuppet
– FairStrides

 

The program was built on the knowledge about the MDL format, which is the result of the work of many modders, including CChargin, Magnusll, JdNoa, ndix UR, DarthSapiens, VarsityPuppet, FairStrides, and others! Thank you for your efforts!

 

Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

 

Click here to download this file




#58930 How many new rows can the appearance file have?

Posted by bead-v on 31 August 2017 - 08:35 AM

That puts us over 16-bit, so assuming it's 32-bit or greater (and not something weird) then we're dealing with more than 65,000.

 

Puts us over 8-bit, right? :) So it's 16-bit or greater, which is indeed at least 65,000.




#58495 Fixing the Telos Polar Region

Posted by bead-v on 15 August 2017 - 02:41 PM

Here, you can see the obvious problem on both sides- This wouldn't be noticable if the initial camera angle was altered.

 

Agreed, the ground texture doesn't fit, and the pillar is problematic. I also don't like how obvious it makes the texture patterns. If I redid the camera myself I'd probably go for a completely different, more close-up approach. But moving the camera slightly, lowering it's starting position and raising the pitch should fix the bigger issues.




#58477 [WIP] Recruit Dark Side Juhani

Posted by bead-v on 14 August 2017 - 10:18 PM

However, I have a problem with that scene: I just don't get how the characters are actually spawned. The module is ebo_m40ad and I know that waypoints are used to spawn them as the wrong tag prevented Juhani's spawn. But I just can't find the script that's actually doing this. From what I can tell, there's no OnEnter script and while there is a trigger, it is only used to start the conversation and not to spawn the characters. If anyone has any ideas, I'd love to hear them as I need to check something in the spawn script.

 

An onEnter script can also be specified in the module.ifo – ebo_m40ad has, under Mod_OnModLoad, the script k_pebn_pophawk that spawns the NPCs.




#58243 GenoHaradan Legacy

Posted by bead-v on 09 August 2017 - 12:00 AM

Just find a line of similar text/VO length, take its lipsync and rename it.

 

I've done that a lot for random TSLRCM lines and no one noticed most of it yet :P

 

Sometimes I feel half the vanilla .lips are done this way :lol:




#58224 GenoHaradan Legacy

Posted by bead-v on 07 August 2017 - 10:11 PM

Isn't that a player's line?

 

Yup. Should probably stay that way.




#58196 Ebon Hawk Model Fixes

Posted by bead-v on 06 August 2017 - 08:44 PM

Added ndix UR's fix for the lightmap issue with the floor panels outside the cargo hold!




#58192 GenoHaradan Legacy

Posted by bead-v on 06 August 2017 - 10:13 AM

Or you could just have them re-record all of Batu's lines, they aren't that many and it would sound even better :)




#58089 Can't spawn placeables (But can spawn characters)?

Posted by bead-v on 31 July 2017 - 07:36 AM

1. Make sure the script even fires in the first place.
2. Make sure the location you entered is the correct one. Keep in mind that the Z coordinate is irrelevant for characters, they just snap to the walkmesh, but it's relevant for the placeables.
3. If it was a custom placeable, I'd also check if it spawned but it's invisible. This may not apply here, but if nothing else works, maybe try that as well.