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Showing content with the highest reputation on 09/02/2018 in Posts

  1. 3 points
    ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 Website: https://swkotor.net Online Demo: https://play.swkotor.net/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  2. 3 points
    Thanks to my bros @DarthParametric @bead-v and @JCarter426 for hammering on MDLEdit. Looks like y'all will be getting a ghostly Ajunta Pall after all (along with a bug fix or two) Screenshot has been brightened so the transparency can be seen more easily
  3. 2 points
    Ye gods, Javascript. Although it does seem to be the flavour of the month. You seem to have made remarkable progress with it. Looks far more complete than Xoreos does, at least the last version of it that I tested. It seems like there are noticeable rendering issues with VFX and transparency. You might want to talk to @ndix UR about those. And no combat yet by the looks. What would put the rough completion percentage at? I think you should make that derpy Atton grin the logo for the project.
  4. 1 point
  5. 1 point
    Holy hell this is amazing. Man, can I contribute? I'm a JS developer and this is a lot more impressive of a project than my little modding tool I was working on!
  6. 1 point
    I’m conflicted about this because I dislike JavaScript but this is amazing work! Great job @Blue!
  7. 1 point
    Still using OpenGL I take it? I'll be curious to see the outputs of your finalised renderer and how/whether it improves over Odyssey (mostly when it comes to custom content). Particularly whether or not it could be altered to the point of adding additional, modern functionality.
  8. 1 point
    Rey's a Mary Sue. That doesn't exclude doing absolutely nothing in the movie. The "SWJ!" theories think it's because they can't have a MAN training a WOMAN so instead they do f#ck all on the island instead. I'm not sure if I believe that, but there's no denying Rey inside the movie does; 1. Nothing at all with Luke. 2. Force Skype with Kylo which is interesting, but the climax is in Ruin Johnson style "nothing" and basically reboot to zero; i.e. nothing. 3. Saved Kylo Ren (a ten+ year trained Jedi/Sith) showing once again he's her bitch and the confrontation in IX is pointless. 4. 360noscope 3- TIE fighters in her very first use of the Millennium Falcon turret (can you say Mary Sue?), luring away ALL TIE-Fighters cause the First Order is the worst military system EVER. 5. Lifting rocks to complete her arch of "being bored of being powerful" (thank you Mauler). It would be something if she did everything else alongside with it too. Then again, we would have saved more of these dreadful movies, so there would have been that... " YET " Wow, yeah, they spend 0 (ZERO) effort on world-building in the first 2 movies. I'm suuuuuuuuuuuuuuuuuuure they will make up for all of it in the final movie. Yeah, that's sarcasm. If JJ wasn't capable of even mediocre world-building at the start of the trilogy, who has hope he will add to the last. You apparently. How foolish you are. " There's also the RJ SW trilogy to come out, " F#ck no I hope there isn't. And if Disney does it, I hope they like 200 million losses like Solo. There's no way this ain't cancelled unless Disney collectively goes brain dead. Also RJ goes into detail on the guy he went "f#ck this guy, just write him out.", are you serious? " Ep9 is supposed to bring everything together. So we'll have to see. Until then, do some theory crafting of your own. Don't wait for it to be spoon fed to you. Read, reason, and theorize. Until you are given the answer from the official source, make it make sense to you.  " Yeah, that's how trilogies work. But when the middle part gives the finger to part I and leaves zero setup for III, the very firm establishment of a trilogy is already thrown out the window, so who knows what happens. Who cares? I'm not going to do theory-crafting on this pile of poo. I'm not going to write Ruin Johnson's screwed up plot-holes explanations for him. It sucks so far, and there's little reason to believe IX sucks again with JJ in charge. I have no interest in this mess what-so-ever. The best Disney could do is trash this trilogy entirely and make better anthology movies like Rogue One, or make a PROPER trilogy, with planning and such.
  9. 1 point
    You don't need to finish Tython. You can teleport to an existing Stronghold as soon as you get out of character creation and the initial cutscene. Just go to the Stronghold list in the UI (or hit the "U" shortcut key). And you can teleport back to where you came from via clicking the "Exit Area" button above the minimap: It will pop up a dialogue with some choices of where to teleport to.
  10. 1 point
    Strongholds are shared. You don't need to buy one for each character. All your characters can go to any of your Strongholds, even ones on enemy faction capital worlds (they just can't exit to the planet).
  11. 1 point
    You can mail the items once the temporary bind restriction wears off (you should see the countdown timer if you mouseover the items). As a sub you should be able to attach up to 10 items to an in-game mail I think? Preferred only get 1 attachment per mail. Just go to any mailbox, like on the fleet or other hubs. All your alt characters should automatically appear in the autocomplete list once you start typing their name in the To field. Legacy storage is basically a shared cargo hold that all your characters on the same server can access. It's an easy way to share stuff between your characters. It can be unlocked for your personal starships, but it will cost either Cartel Coins or credits. I think it is probably something like 5 or 10 million creds. Not sure what the CC cost is. Alternatively, you can buy both Personal and Legacy storage decorations for a Stronghold. If you want to buy a Stronghold, Coruscant and Dromund Kaas are the cheapest. Or you can visit a publicly accessible Stronghold (check out the Stronghold directory on the Fleet or capital planet) and use theirs.
  12. 1 point
    If you bought it off the Cartel Market, the container is probably bound to you, but you should be able to open it to get the items from it. They will be temporarily bound to you for around 12-24 hours, after which they can be mailed to your alt or put in Legacy storage. Just don't equip the items, as they will be Bind on Equip.
  13. 1 point
    The hologram T3-M4 plays for the Exile in KotOR 2 never mentioned Bastila and Revan having any child. Nothing in KotOR 2 ever mentioned that. Only SWTOR and the Revan novel made Revan and Bastila have a child.
  14. 1 point
    It's been an eventful week. I have more discoveries to report, on another case of me breaking something and then everybody putting it back together again. Only this time, it broke because I was doing things the right way! It was only when I screwed up that I got the results I wanted.... So, I've been porting areas for a while. During the MDLEdit beta testing, once editing areas became a thing, I got some of Dantooine ported to K2 quite nicely: But for every attempt after that, something went wrong, like the latest one on Taris here: Some of the rooms don't render. When I got to Taris, this was after a handful of failed modules like this, and I finally realized the rooms that aren't rendering are only those without any real walkmesh data (no aabb node on the model and an empty WOK file). Even though the layout and visibility files were set up correctly (they're the original ones from K1) and all the textures were there, and so on, these rooms would not render. On Taris, all the walkable parts of the area would show, but the skybox and background buildings would not. I'd noticed before that K2 rooms have a tendency to include walkmeshes even when they shouldn't need them. Skyboxes were immediately obvious and suspect. You're not supposed to walk in the sky. Yet they were there, and though I didn't understand why, I tried adding a walkmesh to one of my problematic rooms on Taris and got it to render: After deleting the unneeded WOK file but leaving the MDL & MDX intact, I was able to confirm that K2 does not actually require a WOK file. Also, copying the original (empty) WOK files from K1 did not help with the rendering. It seemed only the presence of the aabb node was needed to get it to show. But the Dantooine skybox has no such node. The game was rendering it even without one. It couldn't be that K2 requires an aabb node for rooms. I had a working Dantooine to point to. I kept saying "This works! Why does this work?!" Well, lots of thanks to @bead-v for troubleshooting, and also @ndix UR for providing some suggestions. It took days of thinking and testing to figure out, but now the answer is clear: room models without an aabb node might not be visible in K2. Because obviously it was that. Of course K2 has different requirements from K1 that nobody predicted. The reason Dantooine was working for me was because when I set up the module, a year ago, I forgot to include the VIS file. Apparently, the lack of any visibility list forces the game to render every room all the time... even when it would have trouble rendering them otherwise. The counter-intuitive consequence of this was that when my module was set up incorrectly, everything that was supposed to be there would be there; when the module was set up correctly, stuff would fail to render. Naturally, I only forgot the VIS file the one time, and included it in every subsequent porting attempt, and therefore got unsatisfactory results. Every time I set things up correctly, the game would not behave, because apparently K2 has a higher standard for what qualifies as an area model than K1 does. So the upshot is that areas ported from K1 to K2 will have problems because of rooms lacking aabb nodes (probably every skybox, and more). Also, all rooms created for K2 must meet the same requirements, or else they won't render; everything needs an aabb node even if it doesn't require a walkmesh. bead is working on an update to MDLEdit to address this issue - an option to add a dummy aabb node when needed. The specifics are still being debated because of a complication in detecting whether a model is an area model. Apparently, the only way to do that is to check for an aabb node or the presence of a WOK file, since those are things that only areas have. I suspect the complication in solving this problem may in fact be the cause of it - that at some point in development for whatever reason, Obsidian introduced an aabb node requirement because it was the only viable way to check if the model was an area model and should be rendered... and then that meant every model required them. Given that K1 rooms can lack aabb nodes (that's the whole problem) the only other option is to check for a WOK file. Therefore, areas should be compiled with their original WOK files present, when applicable - in the same way that character models require supermodels. The part of this that I can't get over is I happened to misplace one file one time, and that mistake is what made KOTOR behave. If I hadn't screwed up, there wouldn't have been a working example for us to look at. We wouldn't have identified the problem without that, or at least we would've had a harder time of it. So the moral of the story is you can't look at how things work and use logic and reason to plan your modding course of action, because the game won't accept that. You have to approach KOTOR like a blunt instrument. Make mistakes that work.
  15. 1 point
    We have no idea what you excel at modding, Mr. Mysterious Stranger. Make what you want.
  16. 0 points
    I understand where you are coming from. I felt if I was going to throw my hat in the ring I needed to do something different and the xoreos team are definitely doing things the right way building it in C++. I also felt JS would be more accessible for collaboration and ease of testing. Thanks for the feedback! 😃 I would love to get some contributors on board! I've been working on cleaning up the code and trying to get it as presentable as possible. I also want to make sure the project structure and design principals are set before I open it up just yet that way people coming in know where to start and where things should go... I will keep you posted xoreos is an open source implementation of BioWare's Aurora engine and its derivatives, licensed under the terms of the GNU General Public License version 3 (or later). The goal is to have all games using this engines working in a portable manner, starting from Neverwinter Nights and ending with Dragon Age II. - This is the description from their GitHub project page. https://github.com/xoreos/xoreos | https://xoreos.org/