LiliArch
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Everything posted by LiliArch
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If it's M4-78, then yes. I don't have other mods installed.
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Played a little, I'm currently on Telos Polar Academy. Is it just my imagination, or do (some of) the textures look sharper?
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No... but I downloaded it into USB stick and it worked just fine. Must be the security settings. It's exe, after all. Now trying to find time to play it...
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It seems I can get only partial downloads. Is the file on DS corrupted, or do I just need to find another computer to download? //Edit. And now I can't download anything anymore, I get only a message "You may not download any more files until your other downloads are complete". Is it supposed to be like that?
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Ask the Developer of Revenge of Revan....a Question.
LiliArch replied to Logan23's topic in Revenge of Revan
How long you wrote the story, before you started to make a mod of it? -
Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
Well, I was mostly using the original mdl to check if a value was same or different than the one in compiled, unmodified model (if it was changed in the modified model, that is, no need to check original values if they are not changed, as there is no need to do nothing with them) and if it was not, trying to figure out what to do with it. So it may be I messed something there, or maybe I just missed some value, which might be even more likely... I can get the hex data, that's no problem. But if you could make it output the dedimal values in a file, that would be handy. You know, the stuff that is in the rightmost... window? (well, it's not really a window, as the whole thing is in one window, but I can't recall the correct word for it, it's been a while since I've been working with GUIs that are not web pages) of the tree view. -
Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
Random irritated complaining: Why on Earth I have recalculated Y-values of tverts? I didn't change the _height_ of the texture image... no wonder there's white stripes in wrong places. Thanks! I'm not perfectly sure if you are actually planning to dig into the MDLOps or am I just irritating you, but those links are really useful. Maybe I'll be able to recalculate those odd values with them... though if I have to manually go through 5 000 entries in mdx file, I think I won't be doing it anytime soon. If it just would be possible to copy text from the MDLOps' tree view, I could use kdiff3 to check what's different, but no. Of course I could kdiff the hex values, hmm... In case someone's interested: I compared in the said MDLOps' tree view a compiled unmodified model, a compiled modified model, and the original model, and tried to change only the values that were different in the first of two, using the third as a reference. But MDLOps seems to change a lot of values from their original ones, replace a lot of another values with zero... and remove some altogether. Maybe I should try KAurora? -
Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
By the way, does anyone have any deeper understanding of .mdl format? I thought I had figured the important parts out, but obviously not, as the modified file crashes the game... (I opened the model in MDLOps and tried to hex insert a node, based on the values I saw there. Decompiled ascii file is perfectly identical to one that I made with... well, editing ascii file, that would work if it would compile properly, but alas, it does not.) Sorry, enough of my ramblings. I'm just frustrated. -
So I can get a remodelled head working just fine, but not a remapped one. Unless I find a solution really soon, I'm gonna give up. I don't have time for this right now anyway.
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No modded heads as far as I know (for the pc, that is). Can't be sure about the savegame, though I don't know why I would have done that (I mostly make a savegame during a battle if it's a tough one, and it fhe dialogue before it is too long I don't want to go through it a hundred of times in a row, but that fight is not one of those cases). Well, as I said it's not serious, so as long as I know the reason, I'm fine with it.
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Alternative textures (DS transitions, and so on)
LiliArch replied to LiliArch's topic in General Kotor/TSL Modding
HH, that's the alternative head column in appearance.2da. I was talking about heads.2da. It has columns that determine textures. Though looks it doesn't matter anymore. I can't get the .mdx file working properly, so I have to remap the head anyway. And I don't even know how to do that. Argh! All I know is that I have to scale the head texture and recalculate three hundred tverts. And that most likely causes everything to be misplaced. Well, off we go, then... I suppose there's no way to get a partial texture replacement with a .txi file, hmm? Or a way to add a texture on top of another... All I need is to put some markings on other side of the head, that are not on another side of the head. It worked fine when I duplicated "head" skin and gave the duplicate its own texture, but as I said, I can't get the .mdx file working properly... plus, I really want to be able to make those dark side transitions. -
Okay, I got this stupid-ish idea of putting a holomessage in that holocron in the Sith Academy of TSL Korriban if Revan was LS (like the one of Bastila, if Revan was DS - I hate that useless holocron in case of LS Revan). So far so good. The problem is, I had a really specific image in my head of that character I wanted to put in there. So I had to tweak a head model to work the way I wanted it to work, which unfortunately drove me in a situation where I need two .tga files for the head's texture. Well, it works just fine, at least the texture part. MDLOps seems to hate me for some reason and doesn't recompile models properly, so I have to hex edit the model to get it working the way I want, and that can be quite a pain sometimes. But enough for that. Question is, is there a way to set alternative textures (DS transitions) in a situation where you have _two_ texture images in a model? As far as I can see, heads.2Da:s alttexture columns refer to a name of an image file that is used instead of the one determined in the model itself. So does it replace one texture image file, or both texture image files, or... what? Is there any way to get two-image texture with proper DS transitions? I'm gonna give it a try anyway, but in case that I can't get it working, and in case that someone already knows the answer, it would save me some time if I wouldn't need to use a couple of days for a problem that is already solved. Not that there would be much need for alternative textures in a situation you need that particular head only in one holomessage, but in the name of perfectionism and madness... plus, I might need that head somewhere else, too. We'll see.
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I'm starting to understand Fair Strides' signature...
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My exile also seems to have Azkul's head during that fight... not serious, but looks weird.
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Well, I don't understand the game mechanics that much to know when certain features make sense and when they not. I just found it weird that feats I've spent feat points no longer exist. Actually I was just curious why I can't make a Sith Lord with empathy (which semantically makes no sense anyway) and gear head. I've used three days trying to set reasonable stats/feats/force powers/inventory for a technical-oriented Guardian/Sith Lord (gear head would just have fit for that character perfectly. And, well... empathy, too. He's not that bad guy, despite being a Sith Lord) that appears only in a hologram... I must be crazy. //Edit. My, why I can't ever see things that are right in front of my nose... the feats are there on actual feats page, they just don't appear on level up feats page. I feel perfectly stupid right now... though I think I shouldn't be surprised about that.
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Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
Sounds a bit like my if clause, where I was comparing a value of a variable to a former value of that same variable, instead of the one it was meant to replace... Well, I think learning a new programming language wouldn't do any harm to me. -
Sounds reasonable to put them in Override, if they are used in more than one module... that way you need only one file, instead of having multiple copies of it in different .mod files. Saves disc space (unless .mod compresses its files somehow, I don't know about that). Not that 0kb files would take much disc space anyway...
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Oh. Well, that makes sense. Sort of. Negative skill doesn't, but the calculation does. By the way, I'm just curious: have you planned to do something about those feats that disappear from the feats list, if you have a prestige class? Um, and... Goto's shackles? Aren't they Hanharr's?
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Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
I believe you are right, and it is of course mainly meant to use for web applications. But it can be used elsewhere, although it might need a different build. Anyway, my main point was simply that I suppose I shouldn't find learning Perl too hard, as I have worked with PHP. Which means I might be able to understand something about your source codes... -
Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
Not at all... quite contrary. It's much easier with the comments, in my programmer's opinion. Accordinc to the installation readme file, PHP can be used to make GUIs also, though I've never tested it... and it can be run from command line. Well, written in PHP the same script would be something like that... // This is a one-line comment /* This is a comment block, it can have multiple lines, just remember to close it (closing on next line) */ $book = array( // Let's use array here, it seems to be closest to hash "Ed" => "503-830-2592", // "key" => "value", remember to put , in the end or pair, or it crashes... "VP" => "417-920-5972", "SH" => "971-492-0843", ); // And close array with ); ... pretty common in most programming languages I've used. print "Type the name of the person you want to get ahold of:\n"; // As we're working command line... $person = stream_get_line(STDIN, 1024, PHP_EOL); /* There's a simpler command for that, but it doesn't work on Windows systems. * I'm not really sure about even that, just found it from php.net... should read user input. * I've never actually used PHP on command line, just web stuff, so bear with me... */ print "$person" . "'s phone number is: " . $book[$person] . "\n"; /* Because our $book is an array, we need to use [(array key)] to get the right value. * As we have stored the key into $person variable, we simply put that between [ and ] ... */ Looks pretty similar to Perl to me. And now I think about that, PHP has Perl-compatible regular expressions... siblings, obviously. -
Is it even possible to have a skill < 0?
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Talking of Juhani Side Quest, I ran into a really weird issue that I suppose is connected to it. After the fight with Xor (...accidentally I wrote first XOR... programming mode on, maybe?) none of the messengers triggered. (I was able to force-trigger them, when I added into a .dlg file a line that runs the messenger triggering script I found in game scripts... obviously it's not the one that game uses normally, however, as it has different conditions for Jagi.) So, it seems to me that Xor doesn't prevent only that premium-item-guy appearing, but all messengers altogether. By the way, Juhani quest finishes if you don't side with Bastila... if you kill Juhani, it stays in your journal forever. You need to talk to Canderous to finish Canderous quest (on Star Forge, you can do that before you leave Ebon Hawk, if you don't want to take him with you), if you are playing the LS ending. If you play DS ending, Canderous quest finishes on the beach.
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Random CSCI Adventures with VP
LiliArch replied to VarsityPuppet's topic in General Kotor/TSL Modding
Sorry about putting my nose in here, but... Perl sounds interesting. Is it much different than PHP? -
Linguistics nerdity (nerdity, hmm... is that even a word?) very much appreciated! My first language is Finnish. Which caused me a short "WHAT???" -moment when I first saw Juhani in KOTOR - Juhani is a Finnish male name. To see a male name on a female character is just... weird. (English is my first foreign language, though.) I've been a Star Wars fan for ages, but after I noticed that most of the interesting stuff is not available in my local library, I've mostly sticked with my AU. It's quite full of life, I can assure you! But yes, I've totally fell in love with KOTOR (and TSL, can't decide which one I like more. It depends on what mood I'm in, I guess.) Oh, and thanks for everyone. For welcoming, I mean.