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Showing content with the highest reputation on 04/28/2020 in Posts

  1. 2 points
    A little tweaking of the end bit and you could have the Skroob Salute!
  2. 2 points
    I finally figured out why the Force Power wasn't showing in the list: turns out I was using "forcepriority=2" and you can't do that with a single Force Power. You gotta use 0. Then 1 if you have an upgrade for it and 2 for the last upgrade. So it's like the "pips" column but with 0,1,2 instead of 1,2,3 (dunno why they created two columns that do the same thing but whatever). Now I plan to implement it in both games using the "namespaces" function that TSLPatcher has, that way I can practice with that and release both versions in a single mod file. Also, my friend @Salk told me about the awful male "flirt" animation and asked me to update it. Given how terrible it was, I didn't have any reference to work with but this is what I got: In the end the thing I explained about creating the facial animations in Blender didn't work, because when you bake the action the keyframes have a "bake action" property instead of an usual "rotation" or "location". And when exporting the plugin doesn't recognize it and throws an error. So I did the facial animation in KotorMax and it works like a charm as you can see. At first I couldn't animate at all because when trying to move the bones the whole head moved. It seems that 3ds Max has a default behaviour of moving the parent bones with the children so all the bone structure moves. I had to uncheck the bone tool option for each one, animate and then re-enable it. Although some parts of the head would appear deformed after doing that like if there was some scale going on. Luckily no scale keys were created since I uncheked them in the animation filters. There are still some sanity check errors like wrong keys that are netiher bezier or linear but I can get past that compiling the model and then copying the generated keys from the ASCII to the original. I still created the body animation in Blender and then merged the keys from KotorMax, but I'm thinking maybe in the future I will do everything in Max if no errors occur.
  3. 1 point
    I desire this so very, very much... Hell, an entire side-campaign dealing with Griff's bullshit would be absolutely wonderful.
  4. 1 point
    Hello! I noticed that the minimap doesn't seem to be completely white as it should be. I've attached an image to show exactly what I mean. If the Player walks past the imprisoned Rakata the minimap will show a black bar. Perhaps it'd be possible to make it all white without hassle? Cheers!
  5. 1 point
    Lol yeah you're right, this is how it looks -- Try this -- lbl_mapm46aa.tpc I wonder if the black bar should be an alpha in the first place but I didn't bother trying that, and just paint it white instead.
  6. 1 point
    I briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is. In my brief investigation, I found a few, probably known, issues. Alpha channels on the Rakatan planet seem to be missing, giving a lot of things a transparent look. (Elder base exterior, and the crashed Republic ship, for example) The elder's base outer area (where the electric fence is in 1) seems to be missing an exit. Once you're there, you are stuck. The swoop bike guy (yes, it is one of those things that very much interests me lol) on Tatooine seems to now just be a clone of the Telos swoop bike guy (dialogue wise, appearance wise he's still the roodian). When you take him up on his offer of swoop racing he takes to the Telos track and once that's complete, you return to the Telos Entertainment Cantina. Sleyheyron works exactly as your post describes. Still impressive to see it ported over and all that. Awesome work as always though.
  7. 1 point
    Lol ohh lordie, Griff being unleashed on us poor unsuspecting maidens, no good can come from this. @Qui-Gon Glenn? Are you looking for writers perchance? Or for scam related ideas? I've come across a few things that were tried on episodes from Maverick which he could pull, the belt game for example...
  8. 1 point
    Update! Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.
  9. 1 point
    This is a repost of an old tutorial I did on LucasForums. The original discussion thread is HERE. So, one benefit of plot usable items is that if they have an activate property you can use them even if you don't have them equipped, so long as the item is in your inventory. But one thing I've noticed is there are over 200 existing icons, and the engine only supports up to 255 (well, 256 if it accepts 000, but I've never actually checked). So there isn't much room for your items to have custom icons like there is with other item types. However, there are a whole bunch of icons left over from K1 which are not used at all. So I made a list of all the ones I could find that are currently used (it's not inconceivable that I missed some): 22 7 10 12 16 17 23 25 29 35 42 55 56 59 60 61 62 63 64 65 66 67 68 71 72 77 78 84 85 86 88 89 90 91 92 94 95 96 98 99 100 101 102 103 106 107 108 109 110 111 122-251Again, those are the ones that are used. If you use one of those, it will affect other items in the game. So don't use them. 69, 70, 74, 75, 113-122 and 252-255 don't exist at all; the others exist but shouldn't appear in the game. And in case you don't know... Plot Usable Item is a base item type that appears in your inventory but cannot be equipped. It is similar to the Aesthetic Item type, which uses the same icon set (and thus meaning there are even fewer numbers for us to use). The difference between the two types (I think) is that if a Plot Usable Item has an Activate Item property, the item will appear in your action menu. This allows you to have access to usable item equipping it - meaning a) you don't use up and equipment slot, so you can equip other things, and the whole party will have access to the item. I don't think this feature was actually used in the game, however. To create a plot usable item, create a new item and set the base item type to Plot Usable Items. Model Variation determines the icon number. The icons themselves are located in ERFs -> Texture Packs -> ***_GUI -> I, and the files all begin with "ip_pltuseitm_" (e.g. the unused holocron is ip_pltuseitm_072.tpc). Some additional information: 1 is a book of some kind. 11 is a Mandalorian helmet. 12 (used), 28, and 35 (used) all have Czerka logos. 15 has the Star Forge symbol on it - I think it's the Sith medallion from K1. 24 and 39 are crystals. 32 is the krayt dragon pearl. 33 is a Sand Person. 40 is Sith armor. 44-53 are all keycards. 72 is a holocron (107 is also a holocron, but is used for an HK part). 79 is the dancer's outfit, but the icon that is actually used is ia_slave_001 (I believe this is true of the Sith and Sand People disguises as well - so they wouldn't even be used in K1). 83 is another dancer's outfit, resembling Leia's more than the one in the game. Anyway, long story short, feel free to use any number that is not on this list. The only issue would be compatibility with other mods that do the same thing.