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Showing content with the highest reputation on 05/02/2020 in all areas

  1. 1 point
    Thanks but this solution didn't pan out. Same result. However, this solution did actually work! Granted my initial slicing is shoddy at best.
  2. 1 point
    @Sith Holocron, haven't tested further but the Black Market Droid fix definitely works, thank you!
  3. 1 point
    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.
  4. 1 point
    I got the Power working in K1: However I can't seem to make it appear on the Force Power list. I have added a unique value to the "forcehostile" column in spells.2da. As I understand it that's what makes it have a new slot in the list. I also added the rest of the neccesary columns to fit my Power such as an "E" in "goodevil", a "1" in "hostilesetting", etc. If I make the "forcehostile" number the same as other Power and increase the "pips" number to have higher priority, the icon takes place in that Power slot, so it works. Anyone knows what's going on? Can't seem to figure it out. This applies to both games btw. Also, I have uploaded a new Darth Malak version with the fixed icon. Here it is for anyone who missed it: I have just submitted the two Nihilus and Malak ports too as files downloads and they are waiting for approval right now.