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Showing content with the highest reputation since 05/01/2020 in Blog Entries

  1. 4 points
    So, I've wanted to implement this idea for a while now, but only just recently actually started to do it. A module builder of sorts, that creates semi-unique areas by letting the user piece together areas that already exist in game to create their own layouts. This will allow everyone, including those without the slightest modding experience do design a layout of an area and export it to the game in a matter minutes. There is still a lot of work to be done but the basics of placing rooms, snapping them together and exporting the corresponding MDL/MDX/LYT is implemented. Here is an example of the program in its current state in action: Ultimately the goal would be to have most existing interior areas in both KotOR and TSL to be implemented into this. A list of areas include: Sith Base Black Vulkar and Hidden Bek bases Undercity Sewers Devik's Estate Sandral Estate/Khoonda Dantooine Academy and its Sublevels Korriban Academy/Tombs Endar Spire/Harbinger Leviathan Peragus Telos Residential Area Telos Military Base Telos Academy Nar Shadaa Iziz Palace Trayus Academy Hrakert Station And of course there is always the possibly of custom user-made content. The main issue is that settings up the rooms for use does take time, so depending on interest I might not do all of them. Currently I have been using the Sith Base as you can see from the screenshots above. The biggest issue is none of the rooms in the game follow a specific size convention, so in most cases, if you try set up a module that has a circuit, It probably won't align properly. Features that I plan on implementing include: Exporting with doors. Have each door frame have a door and doors which don't go anywhere should be unselectable. Exporting a minimap. This would include settings up the appropriate values in an .ifo file so there is zero setup required. Export as a MOD file, so no setup required to get them to run in game. Export textures/lightmaps with a custom prefix to allow user's to easily retexture areas that won't interfere with other existing modules. Export any area as K1 or TSL models. Allow the user to set up rooms to transitions to other modules. Some kind of intuitive and simple UI that allows players to configure the VIS file. More as I go a long. This development of course has not gone smoothly, here is a list of frustrations I noted down if you an be bothered to read them: Both the MDL and WOK files contain the walkmesh data, which seems redundant. The MDL walkmesh handles grass and camera-blocking whereas the WOK walkmesh handles actual movement and pathfinding. AFIAK both share identical geometry. I imagine this is because of certain precomputed values stored in it that change when the model shifts? The WOK ignores the position of the room in the LYT. Changing the coordinates in the LYT will shift the MDL but not the WOK. So this means the vertices in the WOK need to be manually shifted. Because of this, bounding boxes on the AABB need to be moved and face normals need to be updated. Some values which im not even sure what they are may need to be changed as well (place distances/most significant plane)? The LYT lacks any rotation property for room entries. The orientation property in the node header for MDLs doesn't do anything, even when controllers aren't present, so I'm not sure why this exists. Maybe a remnant from NWN format or the console version? The root node in MDL doesn't come with any controllers at all, I should probably check if MDLEdit is capable of this if the ascii file is modified correctly. My work around to this is to child a dummy node onto the root and have that node parent everything else. I use this node to rotate the entire model. Rooms either come with a full doorframe, or none at all, meaning I have to edit each room to have half-doorframes to make them universally compatible with all the other rooms of the same door type. More of an inconvenience than anything else really. In order two connect rooms, the geometric edge on both rooms as to 'point' to the other room's index in the LYT file. This means I have to use a combination of KAurora and MDLEdit to figure out the index of the edge that my program has to edit on export. Its an very tiresome task. There is some bug in KotORBlender that if I export an MDL then delete one of the objects, then export it again an error occurs because the object is missing. Sigh. Of course its missing, I deleted it. A quick work around is just to copy all the model into a new .blend file and export that instead. This tool is not intended to be a full fledged module editor but mainly for building an area which can be edited using some other tool. That said it will be incorporated with my All-in-one toolset (WIP) but I will most release a stand alone as well. I'm also open to name suggestions if anyone. I do also want to try create a terrain editor as well. This hypothetical tool (exteriors) would compliment the one I just talked about (interiors). I'd imagine it would have some kind of "cliffs" ability that would mimic the walls that shape modules the same of what you see on the surfaces Dantooine/Dxun/Telos. You would further be able to detail the landscape with objects such as trees/rocks. It would be technical challenge, but I'm definitely going to take a stab at it. For now, that about covers it all.
  2. 2 points
    0.8.3 Experimental Files for the Expanded Galaxy Project now feature demo levels of the Endar Spire. The video is outdated and the levels are now 99% functional / can be played through, I suggest starting a new game, skipping the prologue and then warping to "end_m01aa" In the future I might work on more levels, I found deconstructing and rebuilding these levels to be a really fun experience. I also think that they play and feel a lot better.
  3. 1 point
    In a blog from June 25th 2018, @ebmar discussed a song by Trivium that discusses a Revanchist that could be directly applied to Revan. I've kept my eyes open for a song that could also apply to the Exile - at least canon female version of the Exile. I haven't found one for the Exile but I may have found a song that could apply to Brianna and/or Visas especially with a dark sided male Exile. Lyrics follow the song embedded below, and I'll highlight some particular lyrics so you can see what jumped out at me. What do you think? I'd like to know.
  4. 1 point
    After 86 hours-10 minutes of accumulative game time, 952 saves in a span of year and a half, I finally - legitimately - finished my Darkside K1 playthrough -- [!Spoiler Alert!] I've got mixed feelings about it, lol. I feel awesome, proud, crazy - all things 'bout, as this was the first time I finished the game legitimately; without skipping any of the dialogues, doing most of the side-quests and also - do most of the walking! Yeah, if not because ZimmMaster's Movement Animation Fix for both KOTOR and TSL I'd definitely not doing that, lol. So many mods from fellow modders I have used with the playthrough -- namely DarthParametric's, JCarter426's, Sithspecter's, Kexikus', Dark Hope's, xander2077's, VarsityPuppet's, Sith Holocron's, Inyri Forge's, jc2's, and I'm sure pretty much everyone I have used theirs -or at the very least, tested- on my end. I have to thanked them a lot for their awesome work which I learned along from as I did the playthrough. And If you're interested on seeing some of them in action while also following the journey you can take a look here at The Playthrough gallery. And not to forget I had to thanked the modding tools authors, namely Fred Tetra, TK102, stoffe, bead-v, ndix UR, Fair Strides, and anyone that is not mentioned - I am grateful to you all. So, what I've been waiting for all this time - as the next step will be playing TSL [legit for the first time - as earlier runs was me just running around the module and mod their stuffs], and if things went well then I will take a break this week to contemplate on what mods I will use with the playthrough - aside of TSLRCM and K2CP that comes in mind firstly. But I'd surely take different approach in how I will play it compares to K1. With previous K1-playthrough everytime I saw something that I don't like [or broken] I tend to go and fix them. Now I will enjoy TSL as-TSLRCM-K2CP-is and mind about my nitpick later. I think that pretty much sums it - and above all that I'll have to thanked The Almighty Force - which gave me chance to finish the playthrough, and both BioWare & LucasArts for developing one of -if not- the best RPG I've ever played. The game's awesome, many ups-and-downs - I like how I can blend with the main character and feels like I'm them. Granted, some of the player's response wasn't the best in the world but I am passionate on how the game was paced. All said and done - many thanks to you that have been reading this, and may the Force serve you well! -eb P.S. also on this break I will take a chance to review some of the mods I have used and do things that I should have done back then, lol [mod updates, patch-requests etc.]
  5. 1 point
    So I made this rendering of Arren Kae, and from that came the idea of doing a version of the model that you could actually use inside the game. Now as I happen to be particular about game modifications being seamless, I decided that Arren’s apparel should for the most part resemble the Handmaiden’s robe, which is why the white robe on this model has no Jedi librarian patterns. Thought I’d still put those on the garments underneath the robe, but it’s not quite the same. Obviously I used Kreia’s model, the changes I did to the geometry are limited to the hood and the eyelids, which coupled with the work I did on the textures, result in the looks of a woman about the age Arren probably was at the time of the Mandalorian Wars. We don’t know if she was Echani or not, but I left the hair color unchanged. Her lips and eyes are as close to the Handmaiden’s as I could make them, because supposedly Brianna “bears the face of her mother.” The blue stone and necklace is there because her Darth Traya look includes an ornament with a red stone. All in all it’s not terrible, maybe I’ll work on it some more in the future
  6. 1 point
    Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip