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Everything posted by VarsityPuppet
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This is literally what Duplisaber all does lol Not that I'm wanting to rain on your parade. I think there needs to be something like this for KOTOR 1, and given the state that Duplisaber currently is in, alternatives are very welcome.
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Spent hours debugging Duplisaber code... I found the issue. And while it's annoying, at least I was able to narrow it down to a specific area
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Not in the next video. To be honest, I don't know if I ever got that conversation into the game.
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The source code is available. Anyone can look at it and pick up where we left off. I'll add it to the top post
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Simply too much work. We only have scratched the surface. Maybe some day in the future after we have built up all of the tools to do this sort of thing easily, it will be more feasible. Also, when I was working on this, I had no job. I now have a full time job, go to school part time and have another project that speaks to my skill set.
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I don't believe so.
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I can't quite remember, but I think I told Fair Strides to do the checking for overlapping vertices between different meshes originally (in an attempt to get the Atris head working) but then realized we didn't need it. Not sure if he reverted it then? Sounds like he did. Either way, what would be the ideal solution? Check overlapping vertices on separate meshes for faces that have the same smooth groups? We would have to do that, I think. Keep in mind you'd have to make sure that any other vertices aren't overlapping as well (i.e. on a bone mesh and a skin) because that will also mess with the vertex normals.
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That is the point of a post-mortem, after all
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I want to try to start making more videos related to KOTOR modding. Consider me inspired from Xuul's Modding Live Stream! Check that out here: https://www.youtube.com/watch?v=B_RXer5c3y4 Anyways, the first thing I thought I'd take care of is some Malachor VI content. Here's what I am calling a post-mortem look at the mod. Anyways, here is the Malachor VI Post-Mortem: Episode 1 Covers the Ebon Hawk crashes, Visas and Mandalore, Exile and Remote Sorry I drone on a bit here, but for the next version I'm going to record the video first and then do the commentary. If anyone is interested in trying their hand at bringing these scenes to life and helping Malachor VI come to fruition, the source code is HERE
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You could just graciously admit you'd made a mistake. No harm, no foul. ¯\_(ツ)_/¯ Shame, that lightsaber looks like it would be fairly easy to recreate in 3DS
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Haven't done anything in Unreal Engine before, but I do know that C++ is typically considered to be pretty powerful, but you can shoot yourself in the foot real easy if you try to get too clever. As far as Unity goes, I do know that Unity was made more for artists, so that they could easily drop assets into a scene and see the results immediately. You can also use Javascript with Unity, though given past experiences, I wouldn't recommend Javascript with Unity.
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Different compared to what, C#? Well, C has many of the same fundamentals you would find in other languages. switch cases, if/else, while loops, etc... However, C is not Object-Oriented. No objects, but you can make structs. Also, in C you can use pointers, which are a bit confusing at first, but pretty powerful once you know how to use them properly. I would say Java is the most noob-friendly though. C# is basically Microsoft's implementation of C++/Java, but it's implemented a bit poorly in my opinion. It does have a great Form Builder though, and will be suitable for most applications.
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The Weekly Planet Talk about Comic Book Movie news and general geek culture. Fun recurring bits, general nonsense. SansPants Radio Several comedy podcasts including but not limited to, discussing ridiculous hypotheticals, a nonsensical and bonkers Dungeons & Dragons adventure and discussing movies.
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Php is a little closer to traditional programming languages. I didn't particularly like php, so this may be a biased opinion, but I'd say if you can figure out php, you can probably figure out Java/C# pretty easily. C is a bit different though.
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Ah, so what are you proficient in? I may be mis-understanding you, but it's pretty unusual to be a web designer and not know at least something about object oriented programming. Like, surely you've done some javascript or one of its many derivatives? Yeah, iOS has been my bread and butter for almost 2 years now. But I'm working on modding tools in both C# and Java. Object Oriented programming is basically the same across languages.
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A fellow dev in a general sense. I do iOS
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Naw, majority are just trying to write the damn code and go home for the night. Most good programmers learn very quickly that they do not know everything.
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Ah a fellow developer! Though I have no love for actual web development. Still, welcome aboard!
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HK Factory, I believe... and M4-78 I think as well..?
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Yikes! Yeah, that totally makes sense. I think I remember trying that on some skin meshes back in the day, with varying results. Anyways, Fair Strides fixed it and it seems that face normals are part of what help determine shadows... ¯\_(ツ)_/¯ Also, too bad we never have figured out how to get the models to work on the xbox :/
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Duuuuuuuuuuuuuuumb. I hate speed-runners sometimes.
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Checked the ascii. The shadow flag is set to 1 on all of the trimeshes it makes sense to render a shadow for. See, the bones are used to render shadows instead of the skin meshes. Not sure why really, but it might have to do with being being easier to compute. I wonder if it's possible that messing with the vertex weights on the bone meshes could impact the way shadows are rendered..? ¯\_(ツ)_/¯
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Could you actually just post the entire ascii for the model?
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The readme is basically on the installer screen. Unfortunately, there's not a really good way to uninstall, but if you go to your override/SaberConsole/backup folder, there will be a series of numbered folders which correspond to the date that the installation was run. Basically, you would need to grab the files from one of those folders and place those into the override, then delete the SaberConsole folder. However, those backup files will restore the state before you installed the mod. Any mods that have installed to those files since the Duplisaber install will get messed up. I apologize that the method of installation is not very convenient, but uninstalling mods for KOTOR in general is not at all convenient. I have been thinking about a better way to implement install/uninstalls in general for KOTOR. I'm not sure that idea will manifest in the Duplisaber installer. This is a sort of thing that needs an absolute revamp. That said, I do have another idea that might work okay as far as uninstalling Duplisaber, but weighing the pros and cons, I'm not sure it would work well...
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