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JCarter426

Member Since 06 Dec 2011
Offline Last Active May 25 2017 10:54 PM
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Posts I've Made

In Topic: Quanons many projects.

25 May 2017 - 10:54 PM

But since I can't get a good ASCII to look at in 3Ds Max, I'm sort of stuck, with experimenting blindly... 

If there are more techy folks here, who also understand the Binary format; do you think it's possible to tell me how the animations go?

If you open the ASCII in Notepad and search for newanim you'll be able to see all the animation names as well as their durations and so on. v_superbike has a bunch: Gear0, BankL_06, downthrust, etc.

 

I also don't know the "class" the Aurorabase belongs to: is it an item? character? or just Other?

 

It's Effect. I don't think this really matters, though. In NWMax it determines some things, such as which animations are in the dropdown list, but I don't know of any purpose this has in the game. I've messed about with replacing different models of different types before, and they generally work anyway.

 

To my suprise the swoop bike track gets loaded on Manaan. But it looks wrong, the GUI is not OK, neither does my swoop bike move.

 

The countdown works, but then nothing happens. Hitting esc just pauses the game. So it's task manager to quit :laughing:

It would seem the animations are important to get the swoop to work like it should.

 

I'm don't know why you wouldn't be able to move. I've replaced the swoop bike model before, in the second game. And the model I used had no animations on it at all. But it still moved.

 

The issues here arise from MDLOps not writing default values for the emitter pieces and NWMax expecting some more than "" as a setting when importing the emitters. Because the info isn't imported, it can't be exported, much less anything to do with animations of emitters.

If the emitters are the problem, then it may be possible to edit them out of the ASCII before importing, and then in theory everything else would import correctly.


In Topic: K1 - Requesting Help Finding Animations

10 May 2017 - 11:54 AM

Anyone know how putting a new .BIK into the game works? Does it need to make the resolution of the others as well as aspect ratio?

 

Fortunately the game isn't so fussy about the format for these as it is for other stuff. For this one all you'd need to do is compile it as .BIK and then replace the old file. And I don't believe the resolution or aspect ratio matter. The game's videos are already different aspect ratios (legal stuff, trailers, etc are in 4:3; cutscenes are in 2.35) and the resolution is determined in an INI file and it doesn't seem to matter if what's playing doesn't actually match that; it will scale as necessary.

 

So... I'd suggest leaving it as 2.35 for cinematic purposes, but you should be able to increase the resolution to whatever you want. I'd go for 1920x816 myself.


In Topic: Fair Strides' Script Shack

29 April 2017 - 02:43 AM

All party members are made Jedi with the same script, a_makejedi, and it's already divided into different trees for each party member. So all you'd have to do is attach the item spawning to the appropriate trees and recompile. Of course, that will cause incompatibility with any other mods that alter that script, but it's the most minimally intrusive way I can think of.


In Topic: Full Jedi Council

19 April 2017 - 10:51 PM

Spoiler


In Topic: Full Jedi Council

18 April 2017 - 09:18 AM

Vrook and Vandar both went back and forth between Dantooine and Coruscant, at least in the comics. So you could make an argument that it was true for the others as well. I don't think there's a canon source that says with any certainty one way or the other.

 

Personally, I don't like the idea of a permanent council in the first place. I like to think that twelve Jedi masters would have better things to do than sit in a room on Coruscant all day. I like to think the Council is just a quorum of qualifying Jedi masters who happen to be at the same place when the situation requires it. That would explain why only four seem to be involved in the Revan business, and only five are present at the Exile's trial in the original game. But if you follow my logic, and you wanted to have twelve present at the Exile's trial, you could make arguments for or against the inclusion of Zhar and Dorak. They may have been too busy on Dantooine at the time (especially with Vandar and Vrook absent) and had substitutes fill in, or they themselves may have been substitutes to other Jedi that did show up that day, but not with the Revan business.