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Showing content with the highest reputation on 01/01/2022 in Posts

  1. 1 point
    It's out! Words do not describe how excited I am to have finally finished one of my projects. I realize I have been very haphazard working on these, but schoolwork has always come first for me. Still, I am so glad and I feel like I have a huge weight lifted on my shoulders. Rest assured, I am always working on these projects, just at my own, weird pace. Thank you so much to everyone involved for making this a reality. Next up: Battle of Dxun!
  2. 0 points
    So after more than one year here I am posting again. I'm still working on my machinima but I wanted to show and release something for this new 2022. @Liserg asked me once again to port Darth Sion to K1 so I did and I plan to release him just like I did with the other Sith Lords in the past. He even has his own unique walking animation! I also recreated his iconic rage healing Force Power with a custom effect: As for the Vorn issue I mentioned in the posts above, I managed to fix it. It seems I was looking into the wrong dialogue. Apparently tat18_vorn.dlg is the own conversation for that NPC but it's not the one it plays in the cutscene when you have to face him. tat18_vorndroid2.dlg is the one that plays instead. And if you notice there is a TALK_FORCEFUL animation set for Vorn in that one. So that explains why he wasn't playing the nomal talking one when I changed the modeltype but the thugs were (as they don't have anything specified). Apparently the engine sets the TALK_NORMAL animation by default when the S modeltype is set. But if you change it to F and specify another dialogue animation then it defaults to the PAUSE1 animation. So I thought I would create one TALK_FORCEFUL animation for the piggies (I don't know if this is worth it, dunno if there are any other moments where they use it but whatever) and this is what I got: If you think this is decent I can release a pack for the Gamorreans animations in the downloads section. Hope you all have a fantastic New Year!