LiliArch

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Everything posted by LiliArch

  1. LiliArch

    HK-50

    From the album: Concepts and stuff

    Indeed.
  2. LiliArch

    A blue room

    From the album: Concepts and stuff

    I wish I would still have that file (or maybe I do... I can't find it nonetheless) to see whether it is actually emitting light with my non-Intel GPU.
  3. LiliArch

    A... what? room

    From the album: Concepts and stuff

    Room model experiments continue.
  4. LiliArch

    A Dark Room

    From the album: Concepts and stuff

    This is why you don't decompile room models with MDLOps 0.6.
  5. From the album: Concepts and stuff

    The reason why you need to keep track of which mod combination you've used in which savegame; just the fact that you have same mods installed doesn't mean they would have same row numbers in 2DA. Amusement featuring M4-78 EP, Newbiemodder's Korriban Expansion, and... TSL Prequel Robes Replacement, I believe.
  6. Funny thing is, I'm quite sure I once managed to trigger an Unhandler Error with TSLPatcher, but for the life of me, I can't recall what I did. I'm pretty sure it was something crazy simple, and it might or might not be relevant, but alas... if my memory fails to serve me, there's not much I can do about it. Of course there is always the chance that Win 10 screws some library. What it was written with, anyway? c++?
  7. I apparently got my terms screwed. I meant "info.rtf" and "changes.ini" in the "tslpatchdata" folder.
  8. Do you have the readme.rtf and the changes.ini present in the folders? Does this happen in every conversation on that level, or only some of them? I remember having these ones, the cause was junk data in the dlg file that overrode the correct data in game, but not in DLG Editor (since they apparently use different settings). I believe it is caused by an error in the dlg structure, where game doesn't know which branch of the coversation it should follow. (It has a "(continue)" and "[End dialogue]" nodes, from which it should choose from, but it can't, because no condition isn't guarding them, or something like that.) I may be wrong, though.
  9. What would you know, upgrading Blender did fix my mhx2 importer issue. Who would have guessed that attempt to use 2.74 plugin on 2.70 wouldn't work? (Moral of the story: Lack of a readme file doesn't free you from reading it.)

  10. Whether that works or not, depends on the mod itself and the other mods you have installed, but if you didn't need to overwrite anything, you probably are good to go. When you choose the install directory, it should always be the one with the game executable. That usually does read in the mod's readme (at least in the mods I've used), but not always. It's good to remember, nonetheless.
  11. Absolutely NO WARRANTY against damage caused by bad puns. So, I recently managed to find my modding project files and tools (they were kind of lost when I moved to a new computer a couple of years ago) and decided to get back to it, since thanks to these new exciting tools, it seems more likely than before that what I have in mind could actually be done. Anyway... I have this story project that started as a thought about bringing a character in KotOR who would not be dependant on PC to solve their problems. It has evolved since the first formation of an idea, and the story continues in TSL. Or, at least that is the plan. And now it occurs to me that I probably should have thought a bit more what I'm going to write before starting to write a post, so I guess I just need to rely in people asking what they actually want to hear. I am currently working on some new NPC models to bring into the game, but in the meantime, here's some storyboard-stage screenshots. Some of them are quite hilarious. Thanks to Fair Strides for ripping the hat as a separate item, but it appears that I either need to relocate all GoggleHooks or make two separate models if I want to take that approach. I was going to use that as my primary NPC for the KotOR part of the story, but I've since started creating completely new models (need to iron out some issues, but nonetheless). This is actually why my project was brought to halt before I switched computers. The head model I was going to use for one of the main NPCs for the TSL part of the story simply didn't take kindly to remapping. Sadly, I don't have those screenshots anymore. I experienced all kinds of things, from head rolling on the floor to it exploding, so to speak. And no, I'm not going to replace appearances of the default party members. This was simply the most efficient way to test whether the apparance works or not. Studying the texture structure of Peragus, a strong candidate for a recycled area for TSL. Sometimes you just want to see the structure behind it all. I haven't tested on my newer computer, but on my old one, removing the texture simply coloured the model white. Taris Lower City, more than meets the eye. When models go horribly awry. It is still animated, believe it or not. Moves a bit like spider. Sadly, I have no video of it.
  12. LiliArch

    When models go awry

    From the album: Concepts and stuff

    It is actually still animated, believe it or not.
  13. LiliArch

    Headgear issues

    From the album: Concepts and stuff

    Thanks to Fair Strides for ripping that hat as a separate item.
  14. LiliArch

    Walking in the Air

    From the album: Concepts and stuff

    Testing .vis and performance.
  15. LiliArch

    Model testing

    From the album: Concepts and stuff

    Sometimes you just want to see the structure at work without getting distracted by texture.
  16. LiliArch

    Character reskin #2

    From the album: Concepts and stuff

    No, I'm not replacing Diciple. It simply was the easiest way to test utc & appearance.
  17. So there I was, trying to beat Tavion in Jedi Outcast, dying more times than I dare to remember, when she suddenly lands a jump on Kyle's head and bounces into abyss, making him win without practically making a single hit. What are the odds?

    1. Mephiles550

      Mephiles550

      Everything HK said is true, but the thing that confused me here is that the Tavion NPC in particular should not have been able to escape the boundary line. I've been playing this game for years and thought I memorized every minor detail of the boss fights. Maybe the collision with Tavion on the player temporarily halted the boundary? For all of the times I played that boss, even with cheated force powers, I could never push her off.

    2. LiliArch

      LiliArch

      I didn't push her, she jumped on my head and bounced (she was jumping from the top of her ship, and I was standing on top of one of those crate-like things). It would have looked pretty weird if she would have halted mid-air by an invisible wall when she met the boundaries, I think. Nonetheless... what I am most confused about is why she decided to land on Kyle's head in the first place. I don't think I moved, instead I was trying to figure out which side of me she was going to la...

    3. Mephiles550

      Mephiles550

      Just pure luck on your part. Force enemy NPCs ocassionally jump on my character too sometimes.

    4. Show next comments  18 more
  18. I can confirm Intel graphics can indeed cause some very confusing issues. Or at least they used to, I haven't tested latest hardware.
  19. Sounds like fun to isolate, indeed. So it's in decompiling, then. Thanks for clarifying that. I was unable to verify which one it was - granted, I didn't run my full scale of tests either, the results of those tests when I run them last time (with mdlops 0.6 I guess?) were so horrifying that I almost started to believe the whole model was haunted. Anyway, a minor documentation issue if I may, now that I remember. The "Head Link" button could use some explanation in "Help" section. It isn't exactly self-explanatory.
  20. I was running some tests, and it appears that there is still ("still", since it's been haunting me in MDLOps as well) this bizarre issue regarding certain head models (at least in TSL, haven't tested in KotOR - call me lazy if you will) that I wish someone would be able to fix. Now I don't claim to understand what is happening under the hood, but the way the symptoms appear to me is that in certain cases, something in bonemapping goes horribly wrong when decompiling and/or recompiling (can't tell which one, since I still don't understand weighting in 3D programs, ahem) - based on my tests, that happens if the "head" node (I assume it's the same for "tongue" as well, but it's hard to see the tongue when head goes haywire) is not a direct child of the root node (the [modelname]). Take n_dockof (the Peragus dock officer) for example: decompiling and recompiling the head model makes him move his eyebrows instead of lips while speaking, in addition to other weird ticks in facial animations. I can keep experimenting on this if you wish. If you're not interested in the issue the slightest, please let me know, so that I won't bother you with it. As a related note, I was attempting to modify "qbones" values of the recompiled model's "head" node via the "Edit values" feature to see whether that has any effect in the issue or not; trying to save the modified values gave me Visual C++ Runtime Library error "This application has requested the Runtime to terminate it in an unusual way", leading to MDLEdit crashing. Attached in the file, the compiled model and screenshots for what I did and the error message itself. mdledit-testing.7z I hope my text makes any sense. It's been a while since I've written on any forum.