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Showing content with the highest reputation on 12/17/2018 in all areas
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2 pointsYet ANOTHER Update: Things are starting to settle a little bit for me right now, and I've finally decided to get back to work on this bad boy (and it has been very bad, indeed). Tomorrow, I'll be digging up my external drive with all my files on it and getting to work on the endgame Ebon Hawk scene with Disciple, making sure it can run correctly. Here's where I ask for your help - I want this to be the final necessary update to make PartySwap work without issue on it's own (unless, of course, we get an update to RCM). So, if I need to be aware of any other issues, please report them to me either here in this thread, on Discord, or in PMs, even if you've already reported them before, as I'm trying to compile an up-to-date list and prioritize. Note that if the suspected culprit of an issue is incompatibility with another mod, it will not be considered. Thank you all for putting up with me and my sporadic updates with this project. Now let's complete this thing - together!
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1 point
Version 1.0
1,186 downloads
Knights of the Old Republic mod [K1] Vibroblade & Vibro double-blade replacement pack ====================================================== Original work by: DeadMan Author: Seph6 Contact: PM me on the forums *********** Description *********** This is a follow up of DeadMan's [k1] Vibrosword replacement pack. It will replace the standard vibroblades and vibro double-blades with the 'cyber ninja' style made by DeadMan. *********** Instalation *********** First download DeadMan's [k1] Vibrosword replacement pack and install in your Kotor game. Do this or this mod won't work. Second, just place the contents of the folder override in your own override folder. **** Bugs **** I believe I managed to remove all of then. But if you found one, tell me. ********* Thanks to ********* DeadMan for giving me permission to use his mod. ---------------------------------------------------------------------- THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 pointIt's a similar issue, except rather than relating to the model hierarchy, it's it's the order in which the sabers are drawn. A newer saber's hilt will always render on top of any older saber's blade. In the screenshot above, you equipped the yellow saber more recently. If you were to keep the yellow saber and replace the blue saber with something else, then the yellow saber would always render behind the new one. My guess is that the intent was to ensure a saber's blade doesn't render on top of its hilt when it clips through it, but there's a side effect of it applying from object to object as well.
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1 pointYou could try editing the saber models and setting the mesh alpha of the blade planes from 1.0 to something like 0.9. You may have to incrementally adjust the value to see what it looks like. But it's probably never going to render the way you want it to.
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1 pointThere are various sound-related script snippets in the thread of ebmar's that I linked to in the previous post. If you want visible lightning, I would think the best approach would be to add some planes to the skybox model (typically that is its own "room") and then animate their visibility and set it as a scriptloop animation for the room. Then it can be called via script as needed. // Room Animation Constants int ANIMATION_ROOM_SCRIPTLOOP01 = 1; //Up to 20 animations are possible // 738: PlayRoomAnimation // Plays a looping animation on a room void PlayRoomAnimation(string sRoom, int nAnimation); There are a few different ways you could approach this. You could have triggers around the level that fire when the player walks past. You could hijack existing scripts that fire during certain events. You could add scripts to dialogues, if that is appropriate. You might be able to have some sort of timer-based approach, probably triggered via the OnEnter, but that's more the realm of scripting gurus to address. The way you'd want to set it up would be to have a couple of room scriptloops you can switch between, a base one that does nothing and then one or more that controls the visibility of the lighting. Then the scripts would switch between them so the lighting only occurs when you want.
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1 pointOkay, some small updating here and a question. I've been trying to polish a few things in Tatooine and I encountered several issues, mostly minor, and lately I have been trying to remedy that, including a minor restoration of an unused dialogue/cutscene for the trip to the Eastern Dune Sea and small improvements to the Banthas/Komad cutscene (the voice over was cut short in two places: I eliminated the first, useless and duplicated VO and kept the second, which is now delivered correctly). My question is: can someone help me understand what triggers the cutscene with Bastila commenting on the Holocron found in the dragon's cave? I have been searching but this is currently escaping me. I know that it is triggered by clicking on the tattered equipment pack (K_SWG_HELENA01.UTP) found in there but I checked the file and I didn't find any script associated to it. Thanks!
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1 pointAlright. 22050 Hz WAV should be quite doable with Audacity. I am a bit ignorant when it comes to scripts, could you point me in the right direction or show me some psuedocode on how you're thinking I should implement the thunder/ lightning effect? (I imagine it would be playing on a timer based on the heartbeat parameter?) Also, were you thinking I should model in a scene for the lightning (Probably by adding lights that play in the sky) in a 3d program, or could I make it in mdledit? Lastly, the info on the grass size working like a charm. Thanks for the tips, guys. (Yes I remade the jungle texture; well I at least blocked in the basic shapes )
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1 pointYes. At least if you want to make a public release. I may be mistaken, but I believe you can only specify a single ambient sound track. However, similar to what @ebmar asked about in a recent thread, you could probably use scripting to get around this. In fact given your comment about thunder, you may be better switching them so that the rain is the default track and the thunder is one you script to play at various instances. You could also potentially harness the same scripting to play a room animation that adds some lightning VFX.
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1 point
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1 pointBy my experience, the game (at least K1) actually uses the strref only if there’s not a localized string, so the -1 may not be necessary. It’s cleaner, though. Are you using a language version that’s not English? KTool defaults to English language, and as such, texts appear only in English version by default.
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1 pointCould you upload the .uti file for us to have a look? The only thing that comes to my mind without looking at it is that you need to set the stringref for name and description to -1 or it will still look in dialog.tlk for them. But then you'd get the wrong ones and not blank entries, so that's probably not it.
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1 pointYou can edit items name and description in corresponding *.uti file. If you already have this item in your inventory you will not see the changes, but if you find a new one (or give it yourself via cheats or KSE), they will appear in game.