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Showing content with the highest reputation on 02/02/2022 in Posts

  1. 2 points
    Decided to dabble in Blender and fixed it! By shortening the collar - removing the top set of vertices, then slowly moving the others up so it connected with the rest of the neck - I was able to eliminate the neck clipping! I'll be posting it as a mod soon! (as well as a tutorial for newbies like me). ^-^
  2. 1 point
    Fixed. As it turns out SSF has a bunch of unused (?) data at the end of the file format, which I *was* writting with my parser, just not enough. But my SSF Editor seems to be compatible with Kotor Tool now. Fixed. The start of GFF files contain some data that matches the extension but this was not the case with my editor (eg. .utc file begins with "UTC" but mine was just filling it with "GFF"). I tested it with giveitem command and files saved with the editor now seem to be recognized. I didnt remove it completely, but it does need to be enabled through settings now. What models did you try it on out of curiosity? When I use it the MDL file seems to decompile with the texture reference intact. Done. So you can set it so you can edit files with an external editor, you just need to specify the path to the .exe file. However, files inside ERF files are a bit tricky since tools like kGFF don't support it so I've had to work around it to support this feature. Opening a file inside an ERF with an external editor will extract the file to a folder and the toolset will detect when you save the file with the other editor and then reopen and resave the ERF with the updated resource. Now this was a headache to get to work properly and the ERF kept getting corrupted but I think its more or less stable now, but just in case this feature has to be enabled through settings. Hope that block of text made sense. Done.
  3. 1 point
  4. 1 point
    I agree with you and I proceeded to remedy to the sloppiness. I made a duplicate of the original line and of the original audio file then removed the part that would not sit well if spoken to Carth ("we both know") so that the inconsistency is gone. Now Karath will use the new line if the Protagonist is female.
  5. 1 point
    Ah! I should have used Blender from the start, SO much easier to work with! And the resulting mdl didn't have anything funky happen with it. I guess this will be my method from now on. Thanks @Sith Holocron! ^-^ PS: I'll be posting a tutorial soon for newbies like me. Question - Is there a way to mark a help topic/mod request as solved/complete?
  6. 1 point
    Sorry, I guess the Star Forge has terrible lighting eh? Who designed that place? I have the contrast turned way up on my monitor lol. I feel like I'm making a rookie mistake, I'm just not sure what it is... ^-^ This is literally my first time modeling so any advice would be appreciated! Here's headless Bastila (no animation in her torso piece at all and visibly disconnected) And skii-boots Bastila Basti as she's exported from the tool is perfectly fine. It's only after importing/exporting using Kotormax that she gets funky. Would KotorBlender be better to try? Also a better picture of the neck clipping I'm trying to fix.
  7. 1 point
    Looking very good. I have a feature request though: Kotor tool has an option to show the names of modules on the side. If possible maybe you can add this function.
  8. 1 point
    Likewise -- much appreciate your effort on this tool as well. 🍻 Anyways, looks like I'm going to keep you busy here with another report, regarding the recent update in particular, hahah -- The editor looks like can read the SSF well, however -- KotOR Tool unable to read the exported file, therefore I assume the exported-edited ones from your tool's broken. Until this moment the only tool I trusted on editing the SSF was K-Tool, so that's something I took into consideration as well. These new features seem to be working properly. Awesome -- thanks for bringing this feature to life -- and working. 👍 Not sure what you mean by this. Is it support external tools now? Because I noticed it's not supported with the former version. Yes, there's a tab to switch between the internal and external but your tool fail to open one. Feedbacks: Likely you'll have to revisit your built-in GFF editor, as it broke the edited file. I was editing a UTI with yours and it's not working in-game while using K-GFF works I see that you try to support MDL decompile, but not sure what the decompiler you have with the tool there. I tried decompiling a model and it broke -- no texture-reference/bitmap node exported with the ASCII and with that alone one can tell it's not working properly. Unless you had it working to its fullest capacity I suggest you to disable that feature in the meantime. Granted, the Extract Textures feature worked though, so that's a good feat to have at least [although you had a typo there -- Textuers, so you might want to fix it on the go 😛 Probably sorting the ResRef ascending-by-name by default should be a feature to have? I think many would like to have that Having external-tools-support working soon sounds like a good option as well before you can have your built-in editor working optimally That's all for now -- and as usual, I'll catch up with you later. Much thanks for considering this -- cheers. 🍻
  9. 1 point
    Man, cant believe its been two years already. Ah well, continuing to hope that we'll see a release. Do you have any more information or previews on the mod's scope/content you can share?