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Everything posted by Kexikus
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TSL: Fog does not affect all textures
Kexikus replied to sagardo's topic in M4-78 Enhancement Project
The skybox is unaffected by area fog as it would be flat green-blue-ish, but yeah, it does look a little out of place. Nothing that can be done about it except for making a new skybox, but that wouldn't fit once the radiation has been fixed. -
TSL: Fog does not affect all textures
Kexikus replied to sagardo's topic in M4-78 Enhancement Project
Not sure if it's the same fog fix that @Sith Holocron was referring to, but there's this one that should fix your issues: -
Just look up the warp code and then search through the models with the corresponding name. It's one of those (probably).
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How is the file naming in SWTOR? Or better: How long would it take to find a certain sound file or texture or whatever?
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You might, but I don't have the slightest idea how I'd be able to pull this off in TG.
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And I forgot to save the latest changes to my Dantooine skybox... Great. 😪
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Adding lightning is certainly an interesting idea but not quite what I was going for. My goal was to get this "calm before a storm" feeling, but not a storm quite yet. But when it comes to animating skybox textures: The only feasible way would be to add the lightning as a second layer with a smaller, animated texture. Animating the 2k skybox texture itself would just result in giant files.
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And here is the ingame shot: Getting there took quite a while. First I had to get the grass color right which is a really annoying thing to do as I can't just take the colors from the texture due to the different lighting in Terragen and the game. But I got there after about 10 iterations or so... Then I noticed something that I already knew but had completely forgotten. The TSL Dantooine skybox is rotated compared to the K1 skybox, so my reused K1 terrain was also rotated ingame. To fix this inconsistency, I had to rotate the camera in Terragen, but then I also had to move the sun accordingly so that it stays where it's supposed to be. But then the sun disappeared behind my clouds and it's impossible to rotate the clouds in TG which was a real shame in that case because I liked those clouds a lot. Many cloud iterations later, I got new cloud shapes that look good again, so those are what you see in the screenshot. Now I just have to fix the 3d grass in the skybox and fix the actual skybox model. Currently the horizon is still way too high.
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I do have to agree with DP here. While I don't mind the new rule at all, it does seem a little random. Allowing ports between the KotOR games makes sense in that they're the same engine and already use many of the same assets anyway, but adding SWTOR does seem arbitrary. In any case: This "new chapter" is definetly a great thing for our community/communities. Thanks for making this happen.
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- deadlystream
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Glad to hear that
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That StringRef is a reference to a line in dialog.tlk. That gives you two options: 1. Add new lines to dialog.tlk using TalkEd and reference those lines for your journal. 2. Set the reference to -1 and define the line in the global.jrl. To do the latter, rightclick the StringRef value after you've set it to -1 and select "Add String" or something similar. That will add a localized string for English. Enter your text and you're good to go (as long as you're actually playing the game in English.)
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I always use that exact conditional part and it's working for me, so I'd guess that something else was wrong too.
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If I may suggest another design, there's this: I think it's from some old roleplaying game but I was unable to find the source. But I'd love to see that one ingame. Also, keep in mind that there's also a different texture for the Pazaak cards lying around in the game world that will need changing too.
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Looks fine from what I can tell. Have you been to Anchorhead before in that savegame? If so then that's why it's not working. Changes to the .git in a .mod only take effect when you're loading the module for the very first time in a savegame.
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Yes, that's all there is to it. To be more precise: Everything in the first quote of my first post is done in the .utt or part of the script. Everything in the second quote is done in the .git.
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Uh sorry for the unclear wording. Open the .git in k-gff, then fold all branches. Unfold the main struct and you'll see a TriggerList. Unfold that one as well and copy one of the triggers in there by right-clicking it, selecting "Copy STRUCT" and then right-clicking the TriggerList and selecting "Paste STRUCT". Then do the geometry edits and other required edits to that copied trigger. You also need to make the edits to the .utt file. You can do that with KotOR Tool or with k-gff. Those Structs in the TriggerList are the "triggers" or at least the trigger information that's stored in the .git.
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You opened the trigger .utt file. The geometry is specified in the .git file of the module.
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Random question: How do you change the banner on your profile?
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A few days ago when I was driving home, we had this really beautiful sky that you sometimes get when a storm is coming. The next day, I thought that something like this might work really well for TSLs Dantooine. So I opened Terragen again and tried to replicate what I saw the day before. It was actually surprisingly easy to get a similar result but it took some more days to get a version that worked as a skybox ingame as most tries just looked off in some way. I only have a low quality test render of that latest version, but I figured I might as well share it here: I'm currently rendering a higher quality test version with the updated terrain I created for K1s V2 Dantooine skybox. Once that's done, I'll probably have an ingame screenshot as well.
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Removing Level Requirements in Party Conversations
Kexikus replied to JDub96's topic in Mod Requests
You'd have to find and possibly decompile all the conditional scripts that make these scenes available and remove the level requirement from those. There are quite a few of those though, including some that are just combinations of others, so you'd have to be careful you actually get all of them and not just the obvious ones. -
He is, but you can still look at the techniques Obsidian applied there and then transfer those to K1 as all the necessary assets are available in K1 as well. Or at least, that's what JC suggested (I think).
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What you're looking for are triggers. They specify an area and when something (in this case your PC) enters that area, a script is fired (in this case starting the conversation). A trigger consists of three parts: A .utt file (the trigger itself), a script and an edit to the modules .git file. I'll just post an abreviated version of what Fair Strides once taught me. It's from a chat conversation so it's not the best tutorial formating but hey, it has the information. Next, you'll need to open the .git file of your module. You'll find that one in the .rim file of the corresponding model and you'll need a gff editor to edit it. Once you have that open continue below: The final thing to note: You have to pack the .git file into a .mod file instead of placing it into your Override folder as it would otherwise reset the area everytime it's loaded. The script and the .utt can go into the Override though.
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It depends on where the sound file is used. From my experience, sound effects for weapons etc as well as dialogue files need to be mono while music files have to be stereo.
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Those look amazing. Can't wait to try them ingame!
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Well, it does fix the issue that the 3d model of Peragus doesn't look like Peragus at all. I'd definetly call that a fix, even though it's not a bugfix.