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Showing content with the highest reputation on 05/04/2020 in all areas

  1. 2 points
    At last, at LONG last! K1GI has been updated. For me its currently May 5th but for those in the United States its still May the 4th so consider this my "May the 4th" gift to you. This update and any following updates shall primarily focus on 'filling in the gaps' of any modules I have missed thus far. Once that's done I will work on the Star Forge and hopefully finish the Demo stage and move onto Beta. This particular update which has just been released also fixes most of the bugs you guys have reported, too many bugs for my liking but they've all been fixed. However, as my free time is getting crushed harder than Jabba's Rancor it has been getting difficult to properly test and create content for K1GI so please play the latest patch with a keen eye for any bugs (this includes old bugs which might not be fixed or any new bugs which have been added in the new content). For those who'll play the mod I hope you guys have fun after the long wait.
  2. 2 points
    Yeah, @BarnzyBobble were right about the GOG's stretching. And if there's one specific file be consider to restore is mipc28x6.gui. I replaced the v4.0's one with the former/v3.0[?], and it's back to how it should. Though, I left the equip screen [and rest of others except the said one earlier] that changed by the latter version because it works for me. The "zoomed-in" UI for the item's icon shown bit more details - granted, it noticeably stretched. Nevertheless, much thanks for the improvement this mod brings. Can't imagine myself for not using this. Edit: just noticed that there are gaps that should connect the UI with the frame using v4.0 [for GOG users]. So a rollback option would be much appreciated here. Edit2: disregard. There's an option to download the earlier version just above the Changelog section. Pardon my peon-incompetency, hahah. Edit3: apparently a rollback to v3.0 doesn't help much if v4.0 had already installed. What [GOG] users need to do is to DL clonegizka's mod [as attached a post earlier] and then overwrite changes made by this version.
  3. 2 points
    @Salk I actually planned to add the winking but I totally forgot. The second part with the arm was supposed to be him showing off his muscles but I guess I didn't quite catch that lol. By transitioning to the talk animation then I assume you don't want it to be looping then? The default one when the animation stops is PAUSE1 and I don't think I can change that. So this is what it looks like: @Crazy34 Thanks dude! Unfortunately I don't think it's possible for the lightning to come from above like that.
  4. 1 point
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  5. 1 point
    Good to know. I'll put 3.0 back up for GOG users. Thanks for the heads up @ebmar: yes, almost everything the player sees when they aren't in a menu is mipc28x6. Since the Aspyr release fixes the gui stretching in the steam version, there wasn't anything to do there in v4 besides fix that one hover description element. Overriding the 3.0 version will basically just give the player the vanilla GUI.
  6. 1 point
    What is this fixing? All I see are random screenshots of things. Images that only show the "Before" don't tell us anything.
  7. 1 point
    I've seen three different implementations of the Lightsaber Forms from TSL into the original game, and I am curious as to which is considered the "best" implementation in terms of balance and gameplay. StarAdmiral, in their K1 Force Pack, implemented them as force powers, while Darth InSidious opted for the use of a non-consumable item instead, and has, in my honest opinion, the best integration of them into the game, with holocrons that teach you new forms at different levels. Finally, deathdisco used the oft-forgotten armband slot to allow the player to apply the form bonuses continuously, as well as give them to your party members. My question is, overall, which mod implements them the best according to the community, and, more importantly, which mod should i use in place of the others?
  8. 1 point
    Assuming the transtime value is non-zero it should automatically blend between anims I would have thought.
  9. 1 point
    No I am using the original 4CD version along with TSLRCM 1.8.5 and M478EP 1.5.1.
  10. 1 point
    At least two guys retested it with those files on Aspyr edition and there was no crashing, BUT they said those droids became "mute", as if you got that fastforward sound glitch that happens if you play too long.
  11. 1 point
    You make an MP3, rename it, remove mp3 extension and type in WAV. That's what vanilla VOs do, more or less. But it's not required. Regular MP3s work just fine - the game crashing ones must have been encoded weirdly. FYI they've been updated in an installer I uploaded yesterday
  12. 1 point
    Hi Achilles, So i've done a fresh install of TSL to test out v3.0 and v4.0 separately, with Clonegizka’s “Improved Widescreen Experience 1.0.0” mod (https://deadlystream.com/files/file/839-improved-widescreen-experience/) installed before, so your mod overwrites any of their files when needed (as they recommend on their mod page). Unfortunately, it looks as though v3.0 is better for GOG players, as the v4.0 files stretch out the HUD. Unlike the Steam version, the GOG version didn’t get the Aspyr widescreen support update, so I'm guessing this has something to do with the issue seen below. GOG Players are patching widescreen support in manually (I’m using the "UniWS" software, to enable widescreen support for the GOG version). Here is the HUD and Menu, running with v3.0 of your mod on the GOG game. with the older v3.0 installed, the HUD and UI are scaled correctly for widescreen: Are here is v4.0. Unfortunately on the GOG version, both the HUD and eqippped items in the menu are stretched out: I’ve also attempted to first install Clonegizka’s “Improved Widescreen Experience 1.0.0”, then the v3.0 files of this mod, then finally the v4.0 files. But unfortunately that has the same stretching effect seen above. So v3.0 appears to be working for GOG, not v4.0. I'm guessing this is because v4.0 is built around the Aspyr widescreen support update for TSL that is only on Steam. Would it be possible to have a separate option for GOG players to download the v3.0 files, especially as Alien's original mod has now also been removed (the original download link has been deleted from the Steam discussion page)? I have the v3.0 files backed up for the time being, but it would be great if it was also an option on your page to download the v3.0 files as well! Thank you!
  13. 1 point
    I can't speak for the GOG version but the Steam version has a pretty clean UI that makes most of the work in my previous versions obsolete. Barkbubble and pause look fine in the vanilla game and are therefore untouched in v4. v4 mostly exists to clean up the one description hover that was missed in the Steam version and to address the other menus that the Aspyr either missed or didn't think worth their time. All that aside; it shouldn't hurt anything to leave them in if you like them
  14. 1 point
    Hey Achilles, I'm now updating my game from v3.0 of this mod to v4.0 (I'm using the GOG version), and I notice that the new version no longer contains the 'pause_p.gui' and 'barkbubble_p.gui' files from 3.0. Should i delete the 'pause_p.gui' and 'barkbubble_p.gui' files from my install, if I'm updating to v4.0?
  15. 1 point
    I managed to put Peragus back onto the Galaxy Map for my project, seeing as there are no more planets to fill that last slot I will leave it as it is for the moment. It is the last working planet slot though, two of the 16 slots don't seem to actually function, that is currently Onderon, though I think it could be made to function it is locked out for the story and the Ebon Hawk which is currently used for Malachor V as the player doesnt need to exit to it. Beyond that as far as I can tell it's impossible to add any more planets, unless replacing Peragus or Onderon. Though there really is no need for so many planets, I just wanted to push the galaxy map scripts to their limits and see what could be done. I think it is hardly noticeable that the galaxy map is not present during the tutorial, but let me know what you think if you are reading this extra long status update.
  16. 1 point
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  17. 1 point
    Time is a construct and I am a memoryless space blob.
  18. 0 points
    May the 4 be with you...
  19. 0 points
    I tried that, i extracted them all into a folder and it still is giving me a similar error.