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Showing content with the highest reputation on 01/01/2020 in Posts
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2 pointsI fixed the female version, it wasn't easy with the quatrillion keyframes that KotORMax generates but I did it: Also added compatibility for JC's Supermodels Port: Both of them have two copies of the animation, one for humanoids (weld) and the other one for placeables (animloop04). Due to the different structure between the two rigs, the keys are not exactly the same so I had to reposition them for each version. Choose the one you want to use since you will be using just one at a time so there would be no problems. I included two supermodels: "S_Female03-robes" for the TSL version and "S_Female03-norobes" for the vanilla version. Just rename the one you want to use to "S_Female03". I also tweaked the male version to fix some clipping that made the animation look ugly while I was at it: Thank to JC for the additional info on the Supermodels, at first it was a little hard to get it but I think I understand everything now. Happy New Year! drinking_fixes.rar
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1 point
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1 pointNot sure what to tell you. That's all that's required, and the attached file should do that (though is incompatible with any other edits naturally). skills.2da
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1 pointYou'd only need the glass, since the other one is just a null object to allow dual wielding. But a stunt anim, even if used for a single node, would require static cameras for the entire scene. Any shots with dynamic cameras freak out if you use a stunt anim anywhere in the convo based on my prior experiments. And of course someone would actually have to make the stunt anim.
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1 pointI'd just go with the clone option. Although regarding the saber being ignited, you can use the SetLightsaberPowered function to override it. Just make sure you disable it straight afterwards or their saber/s will be stuck off permanently.
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1 pointFor the latter, none of the functions for giving/creating/taking/destroying items on a player have any feedback suppression options. But you could try this perhaps: // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); You probably also want to spawn a couple of invisible placeables which you can use to store the values of any equipped weapons so you can re-equip the player afterwards. If you need an example, you can check out what K1CP did to hide the player's weapons during the Taris swoop platform cutscenes, scripts k_ptar_playermec, k_ptar_swoop0, k_ptar_swoopnew, k_ptar_brejikatk. Your other option is to create a stunt player that duplicates the player's appearance. Hide the PC offscreen and have the stunt player do the drinking scene.
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1 pointJudging by Bastila's face, you need to dampen (or just remove) the transforms for the brow bones.
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1 pointI use this mod which makes the classes closer to their K2 counterparts. As a Soldier you get Persuasion as a character skill using the mod like in K2. With the mod if you save levels you will have plenty of points to use for Repair and Persuasion. If you want a build let me know and I will post mine which will let you destroy anyone in your path.
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1 pointView File [K1] Temple Main Floor - Missing Lamps Fix [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb Submitter ebmar Submitted 12/31/2019 Category Mods K1R Compatible Yes
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1 pointAfter removing the position keys for the mouth (f_rmc_g/f_lmc_g/f_Rlm_g/f_Llm_g/f_um_g) @Salk: Here are the supermodels, vanilla and @JCarter426's TSL robes versions (via the modder's resource). Both include two copies of the animation. The first is named WELD so that it can be scripted for creatures using ANIMATION_LOOPING_WELD, and the second is named ANIMLOOP04 so it can be scripted for placeables (i.e. how existing cantina patrons are done) using ANIMATION_PLACEABLE_ANIMLOOP04. Obviously the TSL robes-compatible version will not have any support for the added TSL bones, since they don't exist in the K1 rig it was created for. @Alvar007: For future KOTOR work you will want to look at changing your scale/unit settings in Blender (and/or Maya if you are also using that). I had to scale up the model by 1,000%, which is kind of a headache when dealing with animated meshes. KOTORMax does not like exporting transformed objects. Regarding exporting FBXs from Max, select the trimeshes, go to Animation -> Bone Tools and enable the Bone On checkbox. They should then be converted to regular bones in the FBX. Edit: Wait, you wanted to go the other way, from FBX back to MDL. As I said above, scaling added some extra wrinkles, but the basic procedure is to create a new OdysseyBase (since the original will be converted to a null/dummy), link everything to that, set the animation name, frame numbers, etc. in its Animation panel, export. Then you can just copy and paste the anim block from the ASCII to a copy of the original model. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version.7z
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1 point
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1 pointFollowing DP's suggestion, I tried to extend the time between shots so that it could look more natural. Unfortunately there seems to be a keyframe limit in the model format, as KotORBlender just won't export giving me a "tuple index out of range" error. So I had to shorten the animation in order for it to work. I previously had him looking at the sides for a few more seconds instead of just a pause idle moment between the swills but oh well, I guess this will have to do: Anyway, here's the file. The animation uses the weld slot because, as DP said, it is not used by humanoids. So it's a looping animation. I also included the TSL props so that it can work properly. drinking_anim.rar
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1 pointNice work. I'd probably pad the length a bit to space out the swills a bit. @Alvar007 I exported the one I was working on as an FBX if that helps you look at it in Blender or wherever. Although that version I tried to merge in the pelvis/leg movement from one of the idle anims, which resulted in some foot sliding. K1_Standing_Drinker_Stunt_Model_Edit.7z
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1 pointOk so I took a look at this since I was already playing with IK constraints to see if I could create an animation with them but unfortunately it doesn't work. I don't know if I messed up something in the proccess but it doesn't recognize any movements, even though the trimesh rig is clearly animated and the keyframes are there. So I just created the animation manually: I also used the TSL drink prop and the empty hand from the same game, so that I could have the drink in the left hand. Let me know if you want it.
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1 pointOK, here's a revised version using elements from the adjusted TSL animation, along with TSL's glass-in-hand prop to go with it. There are still some glass positioning/clipping issues, and it obviously gets nowhere near the mouth/face, but I have tried - and failed - to resolve that in the past, so fixing it would be up to someone else. Perhaps someone like @Alvar007 could take a look at it. At the moment I have injected it into S_Male01 (the highest level supermodel) as the weld animation, since humans don't have that anim but it is scriptable (ANIMATION_LOOPING_WELD).