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Showing content with the highest reputation on 09/21/2018 in Posts
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1 pointPrestige Padawans does not use the TSLPatcher, and is installed by extracting and putting files in the Override folder, so there is no install log for that mod. The script that is conflicting is named a_makejedi, which is used to give the party members Jedi classes when you train the party members to become a Jedi. In KotOR Tool, the path of the source code of the script is Kotor II > scripts.bif > Script, Source > a_makejedi.nss
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1 pointXeNTaX is the place to go for the tools. Sorry I don't have direct links as I got most of the tools a few years ago. But I can tell you what you're looking for. EasyMYP is the equivalent of KOTOR Tool. It'll extract files from the MMO's archives. The majority of the game file names, however, are encrypted. You need to add a hash list that's able to it what to name everything, although even the most recent one won't succeed with everything. It is disappointingly incomplete, particularly for the later expansions. But it does cover a lot. There are two ways to get models into a modeling program. The first is Noesis, a free model format converter that will be able to convert from GR2 to OBJ or whatever you want. It's not perfect - sometimes it'll flip normals and it doesn't import skin weights at all. But it's pretty good for static meshes. You need a plug-in for it to work with the MMO models. The other method is to use the GR2 import scripts for 3ds Max. One imports the skeleton and the other can import meshes to be placed on the skeleton. If you want to port body models, this is a necessity. It doesn't do animations, though; supposedly, nobody has released anything for that yet. Jedipedia is a good source for hunting down models. It catalogues item model and material ID numbers. You can search for these IDs in an index to find the specific model and texture files. Generally there is an index for each body part. Since I'm not that familiar with the game as some of you out there, I also find TOR Fashion useful in hunting for items. It sorts items by type and similarity and is generally good at matching an official item name to the visual, which one can then look up on Jedipedia to get the ID numbers. That should be enough to get you started. If you're trying to port a body model, once you have all the parts in your modeling program you'll have to weight it to a set of KOTOR bones. And for that, it's a matter of time, effort, and whether you're fortunate enough to find something that will make the assets both games cooperate. We're currently working on some resources to make the porting process easier. Right now I'm working on a BFN rig (female player, normal size) that fits the S_Female03 standard. Theoretically, you can import any MMO model that uses that skeleton and my project puts it into the proper pose and corrects the proportions so it can then be given a skin wrap to match a KOTOR model. My intent is to eventually do one for each skeleton (or each one I want to use) and either get them in a releasable for so anyone with the tools and the inclination can port stuff with them, or allow for some sort of batch porting process by which we import every mesh (surprisingly, there aren't a whole lot of them) and form some sort of archive for them. But it's still early days.
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1 pointCongratulations on this new release. I have taken the liberty of adapting it to my personal preference (removing the import of the TOR model because I find the difference in quality and style to be jarring) and when doing that I noticed something that you may want to include in your next version. In the Murder quest, it is possible to accuse Handon to have lied about knowing Calder well without Handon himself ever mentioning anything about it. It happens if the player speaks with the droid and asks about the relationship between Handon and Calder. I remedied by making a small change (actually extending it also to Rickard, although in his case it is less important) in the dan14_idroid.dlg file. I created a new script: that would replace k_pdan_state1+.ncs at R11. As I mentioned, I did the same also for Rickard so that the Droid won't offer info about Rickard and Calder before the Player has asked Rickard how well he knew the victim. Second custom script replacing k_pdan_state1+.ncs at R8: I just thought of leaving it here, in case it may be of any interest to you, hoping to return in a small way all the help you have been giving me in these months. Cheers! EDIT: I also noticed that the quest is seriously bugged because four scripts use GetGlobalBoolean() instead of GetGlobalNumber() (k_pdan_murder56.nss, k_pdan_murder57.nss, k_pdan_murder58.nss, k_pdan_murder62.nss) practically giving the player infinite chances to make wrong deductions. I fixed this locally as well.
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1 pointYou need the version for the game you're porting to, so in this case K1. Everything else seems fine, so if that's still not working, it's possible MDLEdit requires you to convert to ASCII, then load the ASCII before compiling. I usually do manual adjustments with KOTORMax rather than a straight port so I don't remember the specifics on that. And if that is the case, then you would likely have to do manual adjustments as well, because MDLEdit & MDLOps don't always get the smoothing groups right when converting.
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1 pointYou aren't supposed to install S_Female02. You just need it in the same folder as N_SithSoldier when you convert that from K2 format to K1 format. Both MDLEdit and MDLOps need to read data from the supermodel to compile a model's animations properly.
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1 pointKOTOR 1 > BIFs > models.bif > Aurora Model & Aurora Model Extension That texture is N_SithSoldier02. All the soldiers use the same model but different texture variants. You'll have to replace 1, 2, and 3 to cover all of them.
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1 pointRenaming the textures isn't enough either. You'll need to either leave a copy of the K2 texture files with their original names or edit the model to change the texture name. Probably easiest to do that with a hex editor to find and replace all instances of the texture, if they have the same number of characters. If not, you can edit them in MDLEdit by right-clicking each mesh. Also, it's usually a good idea to edit the model name to match the file name. You can do this in MDLEdit by right-clicking the header to edit the values.
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1 pointYou need to convert the models from TSLs format to K1s format first. I might be wrong here but I think all you need to do for that is open them in MDLEdit while in TSL mode while also having the K1 supermodel in the same directory and then change MDLEdit to K1 and export the model again. The supermodel is where all the animations are stored and I don't know which one the Sith soldier uses but it's probably S_Female02.
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1 pointNaturally I couldn't work on upgrading Wookiees without also devoting time to their mortal enemy: The textures are mostly still the base untinted brown colour at the moment.
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1 pointFrom a quick sample, it looks like the K1 voice files have a fake header of 199 bytes. You can batch convert them with DD - http://www.chrysocome.net/dd (scroll to the bottom of the page). Put the source WAVs and DD in a folder together, open a command window (Start -> Run -> CMD), navigate to the folder, then put in this: for %F in (*.wav) do dd if=%~nF.wav of=%~nF.mp3 bs=1 skip=199That will trim the fake headers. If you want to turn it into a batch file instead, you need to change it slightly: for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=199 pausePaste that into a text file, save it out as xxx.BAT, put it in the same folder as the files and double click. The "pause" at the end isn't strictly necessary, but it will leave the window open with a "press any key to continue" so you can see what happened. Edit: Or, if you want something where you can enter whatever number of bytes you want to trim, try this: @echo off set /p byteno="Please enter the number of bytes to trim from the header: " for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF.mp3 bs=1 skip=%byteno% pauseAlternatively, install Cygwin - https://www.cygwin.com/setup-x86.exe or https://www.cygwin.com/setup-x86_64.exe - making sure to enable XXD in the package list, download the bash scripts I linked to earlier, https://gist.github.com/shmerl/2cec6273ba25dd1486dd and https://gist.github.com/shmerl/30412cda5a5107132a1f, copy the K1 and TSL music files to separate folders under the Cygwin Home directory (e.g. \cygwin64\home\<username>\) and put the appropriate SH script in each. Now open a Cygwin terminal, navigate to the particular music folder (you can use CD to change directory, the same as DOS) and run the bash script using "./", for example, ./gog_kotor_extract_music.sh
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0 pointsThank you for the concern! I'm doing alright, things have just been really crazy. My baby girl has some serious brain damage and we've been in and out of the hospital a lot recently (Although it looks like we're home for a good stretch now). I also just got a full-time job and I'm still finishing up a web project that I started a long time ago. So all things considered, I have pretty much no time for anything right now. Hopefully it'll only be another couple weeks before things will settle down and I can take up modding again though...I miss it! For those of you who are the praying type, our little girl's name is Fiona, and we're standing in faith for healing, if you'd be so kind as to pray with us for that Also my wife is at home taking care of her all day, so that can get pretty tough sometimes, and she'd definitely appreciate your prayers as well. Thank you all!