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2 pointsYou don't want to create an actual placeable model. You want a regular creature model, just full body (assuming it is a creature with a separate head). Then you just add a new row to placeables.2da and specify your creature model. Look at some of the vanilla "siiters" for examples of how to do it (rows 199-212). In order to get it to animate, you'll need to add a an ANIMLOOP animation to it. The existing supermodels only have sitting, sitting & drinking, and sitting & playing Pazaak (ANIMLOOP01 through 03, respectively). You'll need to add a copy of whatever animation you want to use onto your model and name it ANIMLOOPXX (available numbers are 04-10). You should then be able to set the animation state in the UTP and/or script it. Alternatively, you could stick with a regular creature and rely on editing the level model in order to create a suitable walkmesh to allow it to lie on a bed. The Ebon Hawk module does this, for example, in order to place the player and Visas on the med bay bed in cutscenes in TSL.
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1 point
Version 1.4
32,826 downloads
Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris. In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room. The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model. Installation: The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues: This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility: Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX. -
1 point
Version 1.2.1
21,387 downloads
This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. -
1 pointI'll say. So many replacement body parts I could harvest. If anyone knows of a secret Island-like setup, let me know. I'll also happily take a ScarJo clone.
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1 pointThe problem with it is that it only works with linear_position and linear_rotation controllers. I also enabled it for bezier_position now, which is the default kotormax uses. However, in some of my tests I experienced some unwanted side-effects (wobbly movement). I'm sending an edited script in the attachment. It supports bezier_position controllers, but the main addition is feedback messages telling the user which controllers are supported and what is going on. You put this script into your "gmax_or_3dsmax_folder/scripts/kotormax/kotormax_scripts" and overwrite the existing one. kx_masskeytweak.zip
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1 pointHello! Has anyone found a soundset for Quarren NPCs? Cheers! EDIT: I suppose it is possible to use the Aqualish soundset from TSL? In that case, where is it to be found? EDIT2: I think I figured it out. If anyone is interested to know, since porting from the two games is now allowed, it is just a matter of creating a new .ssf file with Kotor Tool, adding an entry to the soundset.2da list, add the sounds to the .tlk file and place the relevant files in the streamsounds folder of the games. DeadMan explained it here.
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1 pointBeen a hot minute, but I have been working on this. I've mostly been working on the feet, so hoping to have something soon. Here's what the base texture is looking like at least.
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1 pointLabel IDs (Name)? or Row Label IDs (Number)? I did indeed replace the Label IDs that broke with "****" but I wouldn't suspect that would break the 2da so I took @JCarter426 and @LiliArch's advice and I checked out the Row Label ID numbers and sure enough I found a typo. How it's meant to be: How I did it: 605 605 606 606 607 505 608 607 I think as long as I don't make typos in the 2da file I should be good, thank you guys for your assistance. @ebmarIf you do go ahead with checking for me and it does break then we'll both know for sure that any typos in the 2da will break it.
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1 point
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1 pointHello there! Production has finally come to an end on The Soldier's Destiny. After an incredibly productive last two/three weeks I think I'm finally happy with it. The official release trailer is now up. Saturday, June 29th, mark your calendars! As you can see from the end card, I've added a few time zones to help with the premiere time on YouTube, sorry if I missed any out. The film will be premiering live on my youtube channel so I hope to see some of you guys there! I'll save all the thanking properly for later, but I just wanted to quickly give a shout out to @Sith Holocron for his ever continuous support during my endeavors, as well as @Mellowtron11 for his many, many voices! (I'm convinced he's multiple people.) See you guys next week! ~ DV
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1 pointThe final trailer for The Soldier's Destiny is here:
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0 pointsIt's a bit complicated, but possible. I didn't worked with them for a long time, here's what I remember (note: everything about file paths or formats will work for NON-Steam version; I don't know if it will work with Aspyr patch) 1) Prepare your sound files (IIRC, 16 bit mono uncompressed WAVE), put them to X:\your_path_to_the_game\SWKotOR2\StreamSounds. 2) Now you need to add new line for EACH new sound to dialog.tlk. In the text field you may type anything, it won't be seen in-game. In the Sound Resref field type filename of your sound without extension (so, if file called "soud1.wav" type "sound1"). Remember row numbers for your new lines. 3) Open KotOR_tool SSF editor, click File->New. You will see the list of events for which sounds should play (like "Battlecry 1" or "Pain Grunt 1"). Next to the name of event you will see an editable field with "-1" in it. Here you need to type row number of your new line from dialog.tlk. If you have done everything right, you'll see name of your sound file and whatever you typed in "text" field of dialog.tlk in next two fields. Fill everything you need (if you don't want to use some events, leave them with "-1"), and save your new *.ssf file. 4) Final step. Open soundset.2da, add new row. In the "label" field type the name of your new soundset (like "MyOwnSoundset"), in "resref" - name of you *.ssf file without extension, in "gender" filed type 0 for male soundset and 1 for female one. In "strref" and "type" fields write ****. Save your changes. 5) Congratulations! Now you should be able to set you new soundset for characters. Sorry for my English, I hope I explained everything clear.