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Showing content with the highest reputation on 12/05/2019 in all areas

  1. 2 points
    Bit of an addition to DarthParametric's elaboration earlier - Thankfully, @JCarter426 did write an extensive Analysis of the Combat Animations' tutorial to cover such lacks of description for K1 which should provide necessary information ones could need on this particular attempt.
  2. 2 points
    The game reads the player supermodels in a chain like this Body -> S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01. Any time it needs an animation it checks the base model, if what it needs isn't there then it checks the supermodel, it then checks that model's supermodel, etc. It stops as soon as it hits the anim it is looking for, so any anim lower in the chain will override an anim with the same name higher in the chain. Female body models set S_Female03 as their supermodel, and male body models set S_Female02. Thus, all unique female anims are on S_Female03 which male bodies never see. All the other anims are shared but are scaled via an animation scale factor specified in each model. This is especially important in K1 since not only are there height differences between the sexes, but each sex also has three different heights as well. But that side of things is handled dynamically by the engine, outside of any anims specifically on a given model (i.e. S_FemaleXX supermodels use a female rig, S_MaleXX supermodels use a male rig). I don't use Blender, but as I understand it it needs to break each animation into a separate file or scene, or something like that. Which would make working on supermodels fairly impractical to say the least, given the number of anims on them. But someone familiar with Blender and KOTORBlender in particular would need to chime in there. I would think the only way to get a workable KOTOR model out of it would be to export the specific modified animation you wanted and then directly edit an ASCII copy of the relevant vanilla supermodel in a text editor, replacing the original anim block with your modified one, then compile. If you are still having troubles even getting models into Blender then again I can't help specifically with that other than to suggest that you make sure you have the latest version of KOTORBlender. Edit: Regarding the specific attacks you mentioned, there are actually a number of anims for each. For example, in K1 Flurry has a perform anim, a damage anim, and a parry anim. Each weapon type - single, dual wield, double - has its own set of anims. Then in TSL this is tripled, each attack having three anim variants for each of perform/damage/parry, and it adds in the same for unarmed for good measure. TSL handily provides descriptions for most of its anims in animation.2da (for example, the Flurry Damage 1 anim for single swords/sabers is f2d2a). K1 doesn't provide any such description, so you'll have to do some detective work to figure it out.
  3. 1 point
    [Updated: December 16, 2019] # 00. Disclaimer # I thought making this Legends overhaul as a series would do good for my own pace in modding terms. # 01. Background # Legends. Why does this project called one? First of all, this series had not related at all with the Star Wars Legends; though it was very much inspired by them. It was called as one because I believe this would give me more freedom on how I wanted to shape the mod and its series. Referencing to the general term of Legend [Keep it noted that I have the following explanation edited for my likings, lol] - So, that's all for the introduction. And with the release of Selven and Lyn Sekla, I decided to put myself into a series of mod that will be called as Legends, and this will consists mostly on reskinning and re-building stats and also their attribution of the particular objects and if possible; some new custom items. These will be done as my playthrough goes while I decide which elements that I want to overhaul, while also considering the risk for it'd be game breaking or no. I'm going to take which path with the lesser risk, and which is more interesting for me. # 02. Planning # 1. Taris [Completed: January 1, 2019] Legends - Selven [Completed: July 9, 2018] [featuring Sithspecter's "High Quality Blasters for Modders" and DeadMan's "[K1] Vibrosword Replacement Pack"] Legends - Lyn Sekla [Completed: July 27, 2018] [featuring Dark Hope's "Girl with Ritual Tattoos"] Legends - Janice Nall and the Incomplete Droids [Completed: January 1, 2019] [featuring DarthParametric's "Female Armour Collar Fix"] 2. Dantooine [WIP/Updated: October 14, 2018] Legends - Belaya [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Legends - Sherruk [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] 3. Tatooine [WIP/Updated: March 24, 2019] Legends - Komad Fortuna [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Legends - Marlena Venn [Completed: March 24, 2019] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack"] 4. Korriban [Completed: August 20, 2018] Legends - Ajunta Pall's Blade [Completed: August 14, 2018] [featuring IRobert's "[K1] Vibroweapons Replacement Pack Retexture"] Legends - Ajunta Pall's Voice [Completed: August 19, 2018] [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" in the preview] 5. Manaan [WIP/Updated: September 25, 2018] Legends - Mysterious Man [WIP] [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] 6. Kashyyyk [To be decided] 7. Unknown World [WIP/Updated: December 16, 2019] Legends - Elder Droid's Unique VO [Completed: December 16, 2019] # 03. Work in Progress # [Updated: December 16, 2019] Komad Fortuna "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Belaya "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Sherruk "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] Mysterious Man "Legends" [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] # 04. Next Steps # [Updated: December 06, 2019] I'm really bad at planning so, something can just randomly pop-out, eventually # 05. Future Plans # [Updated: December 06, 2019] Pretty much # 04 # 06. Final Remarks # Critiques, comments, suggestions, questions and feedbacks are much appreciated. Many thanks to you, for spending the time here.
  4. 1 point
    I'm guessing your talking about the state of affairs after importing with KOTORmax? Anyway, the animations aren't hardcoded, you can add additional keyframes that exceed the 16600 as you say. It's max that has the limitation of just one timeline, KOTORmax therefore loads the animations onto it in sequence. It has an animation editor through which you can keep track of which keyframes belong to which animations. You can simply add a new animation and assign the keyframes you want to it. Although, using the new animations in the game is a different story. I think in K2 it should suffice to list it in animations.2da and then it's possible to call it via script. But I'm not sure it's as simple in K1. You may delete the animations in the animation editor if you want. This means they won't be exported from KOTORmax. Once the model is exported, first you need to compile it back to binary. After that you either place it in the override folder or you put it in a .mod file (which represents a module). Modders generally never edit .bif, .rim and .erf files, we leave those as a source of the original files. For just a character model, you'll be fine putting it in the override folder. Also note that K2 will recognize files in the subfolders of the override folder, while K1 won't. Not sure what you mean with the training dummy.
  5. 1 point
    I found a version of the mod online after weeks of searching. lightsaber_7_pack2007_1.02.rar