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Showing content with the highest reputation on 12/09/2019 in Posts

  1. 1 point
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  2. 1 point
    Could the .tga extract also automatically extract the .txi?
  3. 1 point
    I'm running with the last one linked above
  4. 1 point
    Haven't had much time to read up on episode IX news. But here's something new: https://babylonbee.com/news/rise-of-skywalker-to-introduce-first-lesbian-at-at
  5. 1 point
    Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues. Edit: Something like this would probably work: I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this: [TSL]_003ebop_LM_Adjustment.7z
  6. 1 point
    Entry#12: Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL Rakatan "SWAG" idle animation has been in exposure lately, either for its attitude or a grieve to look at. For one that doesn't like it there's a good news which is partially possible to work around that by having something like this with their OUD [preferably with the idle ones, not that is roaming the area/having something like k_def_ambmob on their ScriptSpawn] and the relevant DLG's EndConverAbort/EndConversation - //::////////////////////////////////////////////////////////////// //:: Rakatan Idle Animation Removal Workaround //::////////////////////////////////////////////////////////////// /* Fired by Rakatan UTC's *ScriptUserDefine* and relevant DLG's *EndConverAbort/EndConversation* to override their "SWAG" idle animation. P.S. Left-hand raising talking animation is to be expected and kind of awkward to see as no one it refers to. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: December 08, 2019 //::////////////////////////////////////////////////////////////// void main() { /* Play the *talking* animation that lasts 1000 seconds/prac- tically forever to permanently override the idle animation */ PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, 1.0f, 1000.0f); // Subsequently calls the defined EUD ActionDoCommand(SignalEvent(OBJECT_SELF, EventUserDefined(0))); } I recently using that to all the Elder Councillor in the Elder Settlement module, though, as commented above; the left-hand raising animation is to be expected while possibly no-one they talked to, which is kind of awkward to see sometimes. But that should do it in the meanwhile. Alternatively it could be fired with the creature's ScriptSpawn, though from what I tested with the Council it breaks the module's load, not sure with them commoners though. Hope the information can be helpful to you, fellow Jedi. May the Force be with you.
  7. 1 point
    [Updated: December 16, 2019] Got a potential new entry for the Unknown World, and this time it's going to be a voice-overs' modified content. A sneak peek to what's coming - Nothing fancy about that - just a small nitpicking for things I wanted to feel in the game. I have worked on the installer but not yet working on the readme and stuffs, so, this project by theory still currently up floating in space. I hope this will be well received by the community because it's such a small mod but I think it could work well for anyone that is interested. See you all again when the time is right, and May the Force be with you. ____________________________________________ Update: and it has been released. Hope you enjoy it! Any updates of current development will also be posted in thread's introduction post.