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Showing content with the highest reputation on 03/12/2020 in Posts

  1. 1 point
    I'm just a bit unclear when you say "texture" if you're referring you the right thing. Are you referring to the droid's textured skin mesh? Because following my original method, not the shortcuts I mentioned in my last post, you would be painting the envelopes on that. You shouldn't have to edit, move, or paint the actual texture at all. You aren't moving the droid texture to the commoner bones, you're editing the envelopes so the droid mesh follows the commoner bone animations. I can't really help with the exporting issues, I'm way out of date there. If the game is showing the droid in the un-animated pose, then yes it might be a linking issue, make sure all the bones are linked properly and to the correct (commoner) aurorabase, and that the droid mesh envelopes are weighted to the commoner bones. You should be able to test the animations in NWMax and it will indicate where your linking is broken.
  2. 1 point
    Hey LanguageWriter123, Sorry for the not replying before, I don't think I was receiving notifications from this post anymore. It's true I haven't been active in awhile but I'll be happy to do my best to answer your questions. Having not used NWMax in awhile this will be from memory. On the commoner model, there are the bones which are animated, and the skin which is textured. I'm not familiar with the assassin droid model, but I am assuming it is made in the same way as HK was; that is, there is not separate skin and bones, the model is animated and textured directly. When changing the animations from the former to the latter, you are essentially deleting the animations from the combined skin/bones of the droid and making it a skin only, then attaching it to the still animated bones from the commoner, not using the commoner skin at all. You should not need to "extract" or do anything to the textures on the droid, they should stay as-is through the process, since you are retaining all the textured pieces from the droid. I'm not sure exactly what issue you are running into that you would need to mess with the textures. Hope this helps, let me know if there's any other questions or if I'm not making any sense because I remembered something inaccurately. Best of luck, keep learning! A note more in general; I wrote this tutorial long ago when I was still figuring this stuff out as I went. Looking at it now I can see some ways the process might be improved if people haven't already done it. I see no reason that one would not be able to simply delete the host skin, then for each part align on the pivot points and merge the mesh of the target model skin with the host bones, then delete the mesh from the original host bone. This would retain the original host animations, simplify the process by skipping the skinning and re-linking steps, and reduce possible complications from the bones not being the same as the skin or the weighting not transferring well. In effect it would create the same kind of single bone/skin that the droids have originally. There might be some other steps or settings to tweak I can't think of without giving it a try myself, and of course this would only work for droids or other models with no "stretchy" parts to animate, but it might be worth a try if somebody's looking to do that.
  3. 1 point
    There are only two races in KOTOR, Human and Droid. Wookiees and Zabrak are a Human sub-race. So the User limitation property only tells the game whether it is for Droids or Humans. In K1, Wookiees are restricted from using robes and such via baseitems.2da. I thought that the Sub-race property added in TSL could be used to do the same directly in the UTI, but it seems selecting Human as the sub-race just acts the same as the User Limitation. You can limit and item only to Bao-Dur or Wookiees, but not restrict them. That would still have to be done in baseitems.2da. @JCarter426 might have to weigh in on that. I have vague memories of discussing the denysubrace column in the past, whether or not it can be tallied to cover more than one sub-race. Armour and robes are divided into body types for different armour classes. What model is assigned for each is defined in appearance.2da. Revan's robes uses its own unique body type, body J. Hence the model name is PxBJ. You'll want to read up on how that all works before going further.
  4. 1 point
    One more: (2x) reprecussions -> repercussions
  5. 1 point
    I think @bead-v just reused NWMax's snooper, and it's pretty barebones. There are alternatives around. The Dragon Age I/O script used one called YAGG, which IIRC did pop up a save dialogue. It's possible that the existing one can too, but maybe it's just not being fed the command to do so (the script outputs instructions to the Listener that tells it what to do). Since you input the export location in the base's modifier panel right above the export button, I imagine it was determined there was little need for it.