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Everything posted by Kexikus
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I think I have a new favorite skybox: Not much has actually changed since I last showed you Dantooine, but those tiny changes did make quite a difference. Among those are changes to the vegetation, to help blending the trees and the terrain. I also fixed the lake, prievously it simply ended mid air. I added the moons (not visible in this picture). Currently I'm adding some boulders that lie around just like in the game area. Then I'll tweak the distant mountains some more and Dantooine should be done. And I really love how well skybox and area model blend in this one. But there are some other news as well. I decided to share my work on the planetside forums (Terragen forums) and since those folks over there can't do much with skyboxes, I started making wallpaper renders of my terrains/skies. The idea is to make one or two renders everytime I finish a skybox. And since some are already finished, I'll go back to these and make renders as well. The first skybox to get this treatment was Telos, followed by Tatooine and Manaan. Click on the small images below and you'll get to the Full HD wallpapers. Not quite sure what I'm going to do with them when they're all done. Maybe I'll release them as a wallpaper pack or something.
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Turning an NPC hostile script problem
Kexikus replied to N-DReW25's topic in General Kotor/TSL Modding
That's somehow neither of my suggestions but also a possibility. As Hassat Hunter said, your sub2 function is never triggered. To help you understand that, here's what a KotOR script does: It has either a void main() function or a int startingConditional() function if it's a conditional script. void or int are the return type of the function. void main() is used in "normal" scripts and returns nothing as it just does some stuff. int startingConditional() returns an integer (0 or 1, i.e. true or false) that is used for conditions in dialogs. Since yours is a normal script, the main function will be called. The first thing it does in your case is to call another function called sub1() (which turns REThug5 hostile). Then it proceeds to turn REThug4 hostile itself. The problem here is that sub2() is never called, so it will never be executed and does nothing. And then there's the other problem in your sub2() function. You declare variables int2 and string2, but then later in the function you check for int1 and string1, but these variables don't exist inside sub2() as you never declared them. So you need to either rename your int1 and string1 to int2 and string2 or vice versa. Since those variables are only used inside a function, it doesn't matter that their name is the same as the variables in sub1(). They're only declared locally, inside the function. -
I can confirm that it works on Max 2017.
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It is? I thought this one was a unique hilt he uses?
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I'd go with the TOR version as that's the only really interesting hilt out of those possibilites, but that's up to you. You're also completely right about all those complications with having that lightsaber as the starting one. I never figured that part out either.
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Yeah, I should have those hilts somewhere... You also made a wooden saber for me, based on Orgus Din's saber from TOR. The problem is, that I can't find them. I still have our PM conversation from back then but there's no link to these models in there, so maybe you never sent them to me? Or I have lost them somewhere, as I can't find them right now :/ To answer some of the questions above: I still think that Revan should get a custom hilt. Kaidon Jorn has a model for that in this mod that you can use (he gave permission for all of his stuff to be used). And maybe Uthar and Yuthura. All the others seem too minor to get one. As for the drops, maybe the saberstaff could be found in the Jedi academy, as they are used by these masked Jedi dudes (forgot their name). Not sure about the others. Maybe you'd find the crossguard saber inside a tomb, as it's an older design.
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Turning an NPC hostile script problem
Kexikus replied to N-DReW25's topic in General Kotor/TSL Modding
The elegant way to do this entire thing would be to to give the sub1() function an argument with the tag of the NPC and then just call it twice in main, once with the REThug5 argument and once with the name of your third NPC. The simple way would be to make a copy of everything in void main() except for the sub1(); and change the variable names from int1, string1, etc to int2, string2 etc, and to change the value of string2 to the tag of your third NPC. -
RIght. I forgot about those properties.
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Couldn't you add the properties in the saber's .uti? That wouldn't allow as many changes as a baseitems edit, but might still be worth looking into.
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Would those custom hilts include variations for different colors and types, e.g a blue single-bladed saber for Bastila? And also, if I may suggest another hilt: Revan's saber which was pretty much the reason that sparked my mind back when I thought about doing this. Your process does seem reasonable enough with the game's limitations. Well done Okay, I get the long saber now. From a gameplay perspective it certainly makes sense. Maybe it's just that I can't really picture what a long lightsaber would look like.
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Great suggestion! That would make storing basic information much easier than using tutorials.
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I'd love to see that part implemented. I even intended to do so myself two years back but in the end I decided that using this would just be too impractical without a proper new GUI. I do think that the special hilts are only really needed for the "standard type" sabers, i.e. normal, double and short (and long, although I have to admit that I don't see the point of that one). Others, like the crossguard sabers could do with just one hilt just like in Sithspecters mod. In any case, the most important question is this: How do you actually use these ingame if there's no GUI for it? With a dialog system? Will that work in a way that's not too annoying to use?
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So you want dark clouds? You can have those: In other words: The Telos skybox is now (almost) done and it has a total of four cloud layers which result in huge render times. Rendering only the two textures seen in the screenshot above at 1024x1024 with pretty low details took about 3:30 hours and that's after I prerendered the global illumination for 1:15 hours. Rendering the full size textures will be fun xD Yeah, that's certainly possible but nothing I'm going to do. With my skyboxes, I'll try and stay very close to the vanilla designs. Not to mention that adding different weather conditions would be a huge amount of work when it comes to creating the skyboxes and that's not something I'm going to do.
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I felt the same when I first searched for those
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Those are in player.bif and not in model.bif. The same goes for the party member models. They're in party.bif.
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Help with custom weapon texture tutorial
Kexikus replied to dimedius's topic in General Kotor/TSL Modding
Generally yes. There are some exceptions where multiple textures are used for one model (e.g. different Jedi robes), but I'm not sure if that's set in the model or overwritten in a .2da file. -
Update time! I've been working on the Telos surface skybox. It's not finished yet but I'm quite happy with how it's turning out. And since you don't actually see much of the terrain ingame ( ), here's a render. The mountains are not quite finished, I'll add more sand on the coast (and brighten it up) for a better beach. The trees are just placeholders, the sun position might be tweaked and the clouds still need to extend further into the distance. The clouds for the part behind the camera that's outside of the restoration zone are the one thing that I haven't worked on at all.
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Help with custom weapon texture tutorial
Kexikus replied to dimedius's topic in General Kotor/TSL Modding
One of them is the starter blaster. The others are for different blasters that use the same model. I don't know which one it is though. -
Awesome. This will be a permanent addition to my Override. Here's hoping that you might do the PC and/or TSL portraits as well
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If you only use TSLRCM and M4-78 EP, you just subscribe to both in the workshop. The tricky part is getting other mods to work with them. In that case, I'd subscribe to both, copy the files from the M4-78 EP workshop folder to the TSLRCM workshop folder and then install all other mods to the TSLRCM workshop folder as well. Maybe even unsubscribe from M4-78 after copying the files to make sure that it doesn't override anything as I don't know how different mod folders are prioritized in the workshop.
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Version 1.3 (the latest) is currently only available in the Steam workshop.
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You need to install all of your mods to the TSLRCM workshop folder instead of the KOTOR 2 main folder.
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Do you use TSLRCM from the Steam workshop or as its own download?
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No but you can always check the very first post in this thread to see how much work is done.
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You'd create the ASCII using mdledit or the latest mdlops. Both can be found here in the downloads section. Then you'd have to import these ASCII models into your actual modeling software. The best choice here is 3ds Max as that's the only software with a recent KOTOR plugin that's necessary to import the ASCII model with all its features. That plugin is called KOTORMax and can also be found in the downloads section. There is a similar plugin for Blender, but I forgot its name and AFAIK it's a little older and will most likely support less model features. For Maya there's no such plugin if I'm not completely mistaken.