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Showing content with the highest reputation on 08/30/2018 in Posts
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2 pointsGood afternoon) I'll take it) now I'm working on the possibility that the blaster could be modified. It is necessary to finish something else.
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1 pointI would definitely recommend using a standard object serialization format for your textual representation. Either JSON or YAML. YAML is messier as a standard (far more complex parser and encoder), but more human-readable and can have comments. JSON is simple, but hand editing in a text editor is a little trickier because its parser is more rigid (also making it much easier to implement). With either format, you wind up using a more complicated structure if you're modeling the actual GFF data. The format VP showed is nice for export/viewers/other contexts where reconstruction isn't necessary. Here's one way to do the typed version: [ { type: "struct", value: { "DelayEntry": { value:0, type:"dword" }, "DelayReply": { value:0, type:"dword" }, "NumWords": { value:0, type:"dword" } } } ] An approach for retaining type while using the simplified/export version of the JSON might be to have a tool that reads a full GFF file and exports another json object with pathed type info. Like /DelayEntry: "dword", /EntryList/Text: "cexolocstring", etc. Then have the 'compiler' combine that info. Could even just run it on sample files for all types and put it into a structured type dictionary with path lists per type. Personally I've been using GFF->JSON for awhile and it would certainly be my preference, but once you're creating the structured objects, yaml or json is a one line code change. Avoiding writing your own parser is a good thing. I'll just leave this here: cexolocstring Text -1 0 "This is a cexolocstring English male variant. I "hate" my life now." 1 "This is a cexolocstring English female variant. Why did someone put a descriptive paragraph 1 \"in here\". " 2 "This is a cexolocstring French male variant. \tIt is also a long string that contains an internal multiline string \"Write your own parser, they said. It'll be fun, they said.\"" Parsing that isn't my idea of fun. I guess the question and limiting factor here is whether 3DS gives you a native JSON/YAML(or any standard format) parser? Also whether it gives you base64 encoding/decoding (there's a "void" type in GFF which is just raw binary data)...being a proprietary language, your ability to extend and rely on existing libraries and language features is probably not so good?
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1 pointI got another problem that I can fix, but a tool fix would be preferred. Some backstory first. I've been porting areas since the MDLEdit beta testing, and it worked for the Dantooine courtyard (m14aa) right away. But then, for every attempt after that, there would inevitably be something wrong. I've now nailed down the reason for this. Here's my latest attempt, with m02ab on Taris: Several rooms are not visible at all. The visibility and layout files all check out, since they're direct copies of the ones from the game. I even tried rebuilding them with new room names and still had the same problem. And of course I compiled all the models, copied over all the textures and lightmaps. Everything should be working, just like Dantooine did. And yet, several rooms are invisible. I noticed that it seemed to be limited to rooms that don't have a walkmesh, like the skybox and some of the background buildings. All the walkable areas are rendering, and the others aren't. This was consistent with my earlier broken attempts in other areas, though I didn't make the connection before. So I tried adding a walkmesh to one of the rooms (m02ab_02r) to see what would happen: And there it is. Now that room renders. I've noticed before that many rooms have walkmeshes when they shouldn't need to, like the skyboxes on Citadel Station. Yet I went back and checked m14aa and its skybox does not have a walkmesh, and my ported version of it did render. So I wanted to confirm whether the issue was K2 requiring walkmeshes when K1 didn't, or something MDLEdit was doing. I kept the compiled WOK file and reverted the MDL & MDX files for that room, and that turned it invisible again. I also tried removing the WOK while retaining the newer MDL & MDX files and the room was visible with that. So the fault seems to lie in MDLEdit. When it compiles a room that doesn't have a walkmesh, there's a chance that it won't render in the game.
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1 pointFantastic! Many thanks for the efficient-yet-rather-effective tutorial DarthParametric! I'm in progress on practicing this information now. I will attach the said tutorial in the first post to have the potential reader an easier access to its knowledge. Again, thanks! And very much appreciated. ____________________________________________ Anyways, I just found something that is quite "important" while ago; I surfed through the game files with the KotOR Tool and found a cubemap which labeled "CM_eh", and then leads me to assuming that it was linked to the Ebon Hawk's specularity. And yes it is; I opened the file using PS and there are E-Hawk's reflections init. So, I fiddled around with the vanilla EH's textures and have them all implemented with the said cubemap- assigning vanilla bump-map to the linked textures and later having this results: This is the entrance/exit passage of the Ebon Hawk. I haven't checked the bump-map inside this room model so as we can see there are no bump-map applied there; but more-or-less, this how the room looks with the "CM_eh" applied to the textures: This is the Hawk's dorm, and bump-map feature has been checked for this room. This one of the Hawk's alley'; no bump-map applied but "CM_eh" has been utilised on them textures. This is the intersection near the engine-room. The bump-map and "CM_eh" has been applied in this room model. This is the Swoop's room; I ended-up changing the alpha on the bike with the standard reflection because the vanilla alpha is not really effective, I mean; I am certain that BioWare wanted to give the impression that the Swoop was having an incident before, looks from the reflection it gave. It produces an inside-bump-and-dents-like reflection but I don't know, maybe the execution could be nicer, I think. This is the cabin whom Juhani used to chill. No bump-map applied yet in that room. This is the cockpit. Bump-map applied. This is too from the cockpit but from another point-of-view. This is not really vanilla because as we can see there are Sith Holocron's "KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" and Fallen Guardian's "Ebon Hawk Texture Enhancement" computer panel featured there. Must haves! And this is the Hawk's center room. Bump-map applied. Edit: ndix UR's "Ebon Hawk K1 Fixes" are featured in the screenshots. ____________________________________________ To tell the truth, the primary motivation of this research was because of this screenshot of Ebon Hawk's interior from one of Apeiron's tweet while ago. I know, and it was obvious; different engine means different results. And even if with the same engine but with the wrong application of feature could leads to different results too. I only kind of curious about how optimal is this [IIRC] Odyssey Engine could be? Many thanks for taking your time here. Hope this finding kind of helps.
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1 pointAh, the ****ing "In ANH the Empire and Emperor got no explanation... REBOOT IS GOOD **** YOU **** YOU" So ****ing tired of this... if you may notice. Well, in the old trilogy that was fine since that's all we needed. If ANH ended with Vader dead and the Empire defeated starting ESB with them alive and in full force would raise tons of questions. As do TFA and TLJ. But instead of explaining how we got an entire 180 on the victory or ROTJ, JJ and Rian give us the finger and "deal with it"... we are supposed to root for the Rebels rebuilding the most pathetic waste of galactic breath ever; the New Republic. A system so ****ing incompetent a rebel fraction destroyed them all in ONE DAY between TFA and TLJ. Wow, I ****ing care for that. That's not the WORST IDEA EVER. World building is important. Continuity is important. Don't just go "but the OT didn't have the Emperor explained so **** SNOKE. **** EVERYTHING. STAR WARS GUYS! STAR WAAAAAAARS" Yeah but the OT also didn't have 3 movies where we beat the ****ing crap out of the Empire only for it to sprout back since JJ and Rian got no ****ing ideas of their own but sh#tting over everything. And so yeah, I got my full right to give these ****ers the finger. And be pissed. Is it obvious I'm pissed at them. And you for repeating this stupid ****ing argument again. How ****ing hard is it to grasp we are 3 movies in, we have had a conclusion and that got completely raped without explanation. You think that's good. Well, good for you since LucasFilm will keep making crappy sh#tty movies without brains you like until it no longer makes profit. Which is probably shorter than you wish since most fans do got taste, do care about the galaxy, don't want this claustrophobic galaxy TFA and TLJ show us where scale is non-existent. The parties freaking idiots all around. I probably shouldn't have written this angry and tired but **** it, deal with it. You want to know how TLJ makes me feel, well here you go. Experience it. Yes, I'm SURE we get answers to that, like who's Snoke, who are the Knights of Ren, what was the New Republic? Why a Rebellion? Why should I care? How did Maz get the saber? Oh wait a second... TLJ pissed all over them. But sweet dreams expecting this time to be the golden goose. As if they will not retcon Rian's sh#t out of existence wherever possible. 1) Who cares. MaRey Sue don't need them. People expect her to train Yoda to add injury to insult. I can see it happen. 2) Who cares? The last time the Jedi rose they failed so miserable why should we care. Oh we want Rey to succeed where Luke failed? **** NO. 3) Who cares? Everyone can use the Force now, Jedi are nothing special anymore. So amazing! 4) Who cares? The New Republic was a ****ing joke. The FO is a joke. The Resistance is a joke. I couldn't care less. Blow the Falcon up with them, see if I care. Probably would have prevented a terrible ninth movie coming. Oh that would have been the best 😕 5) Again, who cares? The previous NR sucked balls. So making another one is just being morons. They should just die. 6) The only worthwhile question, and that's a META question, not a movie question. There are only terrible ways to finish it after Ruin could finish it proper but didn't since he's an assh#le. 7) Who cares? He's dead. How about caring about this before wiping him. You loved THAT after all, didn't you? If they explain it now it's the biggest d#ckpunch in existence. Hey... they probably will do it. And you will love it for some reason even if you went all "But Palpatine didn't get..." yeah, **** you. Anyway, I'm going to sleep.
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1 point///// 00. Disclaimer ///// Yeah, another side-project. Get over it. ///// 01. Background ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days and I've always had a small niche admiration for playing card design. Not to mention, this is a good way to practice with .guis. (Noticing a trend?) Here's the basic layout: ///// 02. Planning ///// I grabbed every pazaak thing I could find in KotOR Tool, including the boards, cards, their variants, etc. I then was able to locate the .gui for the board itself and holy flarksnorzen is that complicated. Everything you see has a height, width, x, and y. The names, the icons, the cards, the numbers on the cards, the scoring, EVERYTHING. Layers of .tgas and a font. I started mapping out the location of everything, and well, if you can decipher this, here's my rough translation of component locations and well as their dimensions: Note: The npc name game the with the save download. 😛 ///// 03. Work Thus Far ///// Here's what I have thus far. I'm happy at this point with the card design. There are some touch ups to be done here and there for sure. ///// 04. Next Steps ///// I need to build out the rest of the assets of course. There's the back of the cards, revamp the icons and the board, and a few other things. One thing I noted while grabbing all of these assets, is that there are boards for different screen sizes AND there's the side deck selection and wager windows as well. At the very least though, new cards. P.S. I can make green cards too for those who want them. ///// 05. Future Plans ///// Play around with the positioning, size, and color of the numbers. Some really cool things in general can be done with the whole board, but that'll take a lot of time and a lot of work. (I mean, I have to finish the star maps at some point, yeah?) ///// 06. Final Remarks ///// I'm always open to comments, critiques, and suggestions. Thanks for taking a look.
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1 pointI have the exact same issue. I tried AJAiDS solution but it didn't work for me unfortunately... Replacing the file with his or editing it on my own, both didn't work. I even tried to delete mzp_mand11.utc from bos_msp3.mod and thought that would delete the Mandalorian Scouts on this level, thus making them not spawn at all and hoping to not encounter the game crash. All units, the OP described, still spawned and the issue was still there. Any solution or way to skip that part please? ******************************************EDIT************************************* I HAVE SOLVED THE ISSUE *** I think AJAiDS file works but for me it didnt and i think i know why. My save was actually infront of the door where the bug happens. While editing the files and replacing them, the game somehow didn't take the changes eventhough no matter how many times you restart / reload the game. PLEASE RETRY AJAiDS file and load a previous save which is one or more area before the area where the game crashes. You have to be in a previous area and enter the bugged one, the game needs to load the area to accept the changes to the file. For my case, i actually further modified the file and used a previous save. So im not sure if my changes helped for the issues but let me mention what i changed, incase someone cant fix the issue and should try to changes these following things first and see if it works: 1. Extract bos_msp3.mod to a folder using Kotor Tool's 'Extract entire ERF file' button. 2. open mzp_mand11.utc 3. copy this: msp_mandstand1 and paste it in mzp_mand11.utc TAG 4. change the appearance to Alien_Mandalorian_01 5. click down left corner on the INVENTORY button, you will see 4 items down right, select the ECHO line and press DELETE 6. SAVE CHANGES 7. open mzp_mandalore.utc, if the appearance box is RED, select Alien_Mandalorian_01 to eventually prevent a crash when meeting mandalore. 8. SAVE CHANGES 9. Open Kotor Tool's ERF/MOD Builder from Tools. 10. Click Add Dir... and navigate to folder from step 1. 11. Browse Output file name to folder from step 1 then choose name as bos_msp3.mod. 12. Select Output file type as MOD. 13. Click on Build MOD. (If Build MOD is grayed out, try changing Output file type to something then back to MOD). 14. Navigate to swkotor install directory. 15. Make a backup of bos_msp3.mod file in the modules folder, then replace that file with the one created. It's frustrating to meet game crashes and desperatly searching for a fix. But having found a solution and experimenting around is always fun. Good luck to all of you!
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1 pointI found a solution after digging into the module using Kotor Tool. The issue is with the Mandalorian Scouts on the level with the appearance Sithghost5, which was causing the game to crash every time you got near them. This is how to fix the issue: 1. Extract bos_msp3.mod to a folder using Kotor Tool's 'Extract entire ERF file' button. 2. Change the appearance in mzp_mand11.utc file in the bos_msp3.mod module to Alien_Mandalorian_01, then replacing the file in the folder from step 1 (double click the file in Kotor Tool). 3. Open Kotor Tool's ERF/MOD Builder from Tools. 4. Click Add Dir... and navigate to folder from step 1. 4. Browse Output file name to folder from step 1 then choose name as bos_msp3.mod. 5. Select Output file type as MOD. 6. Click on Build MOD. (If Build MOD is grayed out, try changing Output file type to something then back to MOD). 7. Navigate to swkotor install directory. 8. Make a backup of bos_msp3.mod file in the modules folder, then replace that file with the one created in step 6. Or, you can download this file, but I put the instructions in case this link ever dies. https://www.mediafire.com/?ybsos6ubsvnzxpo