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Showing content with the highest reputation on 01/29/2020 in Posts

  1. 1 point
    Just tried the mod, its great to be able to visit the planets from kotor 1 in kotor 2, this mods adds a sandbox possibilities for these games.
  2. 1 point
    One thing to keep in mind is that doing any sort of significant character movement while using dynamic cameras is generally not advisable. It often leads to unpleasant bobbing and jerky camera motion (most pronounced if the character is running). Ideally you'd use a static camera or animated camera for such shots.
  3. 1 point
    I've copied and pasted your script, compiled and attached to "I'm Carth, soldier on the Endar Spire" and nothing happening. Then, I've tested your script on PC response with "I had a strange dream". Nothing again... [EDIT] : The compiled file was not in Override folder ! I've changed that. Only Carth walk to the window with your script. [EDIT 2] : IT'S WORKING ! I've attached your script Bead-v to "I had a strange dream" (PC response) and to "I'm not surprised" (Carth response).
  4. 1 point
    This worked for me: void main() { object oPC = GetFirstPC(); object oCarth = GetObjectByTag("carth"); AssignCommand(oPC, ClearAllActions()); location lPC = Location(Vector(86.3,147.0,0.0), 0.0); location lCarth = Location(Vector(85.9,145.6,0.0), 0.0); AssignCommand(oCarth, ActionForceMoveToLocation(lCarth, FALSE)); DelayCommand(1.0, AssignCommand(oPC, ActionForceMoveToLocation(lPC, FALSE))); }
  5. 1 point
    Easy - I didn't do it. Those are the original TOR weights, just mapped to the KOTOR rig, merged from multiple source bones as required. Yes, you can adjust the hooks if needed. As I said above, skinned meshes can just be parented directly to the OdysseyBase. Most of the vanilla KOTOR head models that have separate hair meshes use danglymeshes (i.e. static meshes that use vertex buffer animation), so those are parented to the head bone.
  6. 1 point
    It bitches if there are more than 18 (though the error message still says 16, fixed now for next release). Since there is space in the mdl it can be safely compiled and decompiled with 18 bones, but tests have shown that 17 is the effective maximum. IIRC, the issue JC had with Handmaiden's shoulder (right handed vs left handed UVs) still persists, but I think it should work in most more general cases.
  7. 1 point
    Only mesh alpha, not texture alpha. So mostly just for holograms. No, do not adjust the bone positions. You should look at the vanilla models for hierarchy clues. But the basic gist is skinned meshes are always direct children of the base. Only trimeshes (i.e. static meshes) need to be children of bones if they need to inherit movement. So hair meshes (typically) will be children of the head bone, lower teeth are children of the jaw bone, etc. Note that because Odyssey uses meshes as bones, a given mesh can be both a bone and a rendered object in the game. The eyeball and eyelid meshes are the most obvious head model examples of this (other examples are droids, which are mostly all rendered bones). Although you can create your own custom skinned eyeball/eyelash meshes, or assign weights to those sections of a face mesh. Just be aware that Odyssey has a maximum bone count of 17 bones per mesh (MDLEdit will probably bitch at you that the max is 16, unless @bead-v has fixed it in the most recent version). That means that a typical head mesh - assuming you split out the tongue, eyes, and teeth to separate meshes - will have one bone too many if you try skin the eyelashes (18 bones total). Since only the very bottom ring of verts on the neck typically need to be weighted to necklwr_g, splitting off the bottom ring of polys to a separate mesh before export might be one option, since smoothing across meshes should be fixed in MDLEdit.
  8. 1 point
    I do not know exactly, but somehow you're supposed to mark edges as sharp/hard (ie. there will be no smoothing across these). Kotorblender should then translate this to smoothing groups on export. The _g meshes are the bones yes. I don't think you need to move them, but then I've never done something like this. I'd say don't moved them if possible. In most cases the animations are on the supermodels (s_male01, s_male02, s_female01, s_female02, s_female03), the bones are matched based both on their hierarchy and their names, so do not change that. The hierarchy matters for some things like alpha transparency (DarthParametric could tell you more about that), but I don't see any problem with having the hair as the child of the head. Although as far as I know, vanilla models are not structured this way, so maybe just stick to the usual design unless you actually need to change it. I do not have an answer to this one, sorry!
  9. 1 point
    You did everything right, except that Carth's tag is not "p_carth", it's "carth". You can check a creature's tag by opening their .utc with either kotor tool or a GFF editor. Also, it is useful for debugging to check whether your script is running, you can do this by writing: SendMessageToPC(GetFirstPC(), "Script is running!"); You should get the message to your Feedback window. If you do, it means the problem is not with running the script, so something must be wrong with the script if you are not seeing the result you want. Bonne chance
  10. 0 points
    i think there is still some work left to do like put the head on a skeleton from the game
  11. 0 points
    Nice!!! Thats mean the head will be avaliable soon???
  12. 0 points
    Where can I find kotorblender? Edit: Nevermind. Got it.