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Showing content with the highest reputation on 01/01/2024 in Posts

  1. 3 points
    First things first: Work still continues. I pulled a 12 hour day today to getting the sublevel ready for beta. We are very close. But not there yet. The big item standing in the way of a beta release is setting up the installer. I will be using HoloPatcher for this project, so I am going to take the time to get the installer set up and then confirm I got everything where it needed to be. Beyond that, the Droid bay questline has not been finished yet. Here is what is ready for a beta look: -Jedi Shadow bounty quest for Sith and Jedi artifacts is fully functional. -Manaan Kolto purchasing quest is playable outside of journal entries firing. (Jounral entries for all quests are not working right now because I have not dived into it yet. -Republic Operations Center is fleshed out with dialog with Dodonna and soldiers. No AI voicework yet for her pending beta feedback. -Wookie dialog is complete, referring the player to speak to Bolook in the Holding Cells. This will trigger murder investigation first. I have not scripted conditionals that account for this quest already having been completed on the plains. -Kavar dialog is complete outside of 2 lines that need rework due to changes being made. -Opening dialog with the caretaker of the Academy, who serves to provide an overview of what the sublevel offers, is set up with relevant camera work. -Vash dialog is complete. Here's a snippet of Dodonna dialog and Quall's quest: All that to say, work continues. I'm not going to give a timeline on beta release. I've learned my lesson on that. But I am working on it, and want this complete and a presentable and worthy addition to the modding landscape as soon as that can be done.
  2. 1 point
    More updates: Version 3.9.0 has added support for Bezier-type controllers, compressing quaternions on export and armature-based animations, i.e. it is now possible to animate a character using a Blender armature and then copy keyframes onto regular "bone" objects before exporting the model. More importantly, version 3.10.0 has implemented semi-automated minimap rendering. It works like this: Import a module layout via File → Import → KotOR Layout (*.lyt) Press KotOR → Minimap → Render (auto) Open "Render Result" image in Image Editor area and save it as "lbl_map{modulename}.tga" file Open "MinimapCoords" text in Text Editor area and copy-paste generated properties into module .ARE file using any GFF editor
  3. 1 point
    Big upgrade in KotorBlender version 3.8.0. Most importantly: Instead of choosing a normals algorithm on import, KotorBlender now automatically merges vertices with exactly the same position, while storing imported UVs and normals as part of the edge loops. Conversely, when exporting a model, it will split vertices with exactly the same position, but different UVs and normals. This makes modelling much more straightforward, because you don't have to manually join and split vertices every time. One-click lightmap baking is now possible via KotOR → Bake Lightmaps. KotorBlender will automatically prepare object materials for baking, hide non-lightmapped objects and restore everything to normal when finished. Note that, while it works out of the box, you will want to tweak some settings, as described in README. Material import has been rewritten, adding support for environment maps, bump maps and transparent objects. This is effectively how KotOR would look with phyiscally-based renderer. As a bonus, previous version of KotorBlender has added support for loading TPC textures directly, so you don't have to convert them to TGA anymore. As for future plans, I'm considering adding minimap creation tools, and rewriting animation export to enable armature-based edits.
  4. 1 point
    this looks great. and reminds to get off my butt to get my Jedi Sentinel to Jedi Shadow mod.
  5. 1 point
    This should be pretty straightforward. You just scale down the adult models. I did a similar thing for Dragon Age Origins once: Not much to it for KOTOR, since you'd basically only be scaling the one model. They'd probably require custom sabers, since they'd need to be slimmed down so their hands don't clip through.