Kexikus

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Everything posted by Kexikus

  1. Thank You very mich. I will have a Look at those once I'm back Home.
  2. I need The Script that starts The dialog (003atton.dlg).
  3. I'm currently searching for some files that I haven't been able to find yet. I'm posting this because I was hoping someone here might be able to help. The files I'm looking for are the following: - The .dlg file for the short dialog when first arriving at Dxun and flying towards the blockade (right before the turret minigame) - The .dlg file for the dialog during the escape from Peragus (the one where you can decide whether to fire on the asteroids or not) - And also the script that starts the escape from Peragus scene They should be in the Ebon Hawk modules, but I haven't been able to locate them, so any help would be very appreciated
  4. Uhm, that's really really odd. What exactly do you mean when you say the game spams you with swords? And could you send me a savegame so I can see if it happens for me too?
  5. This new skin looks really great! It might be a little pale on Manaan but otherwise it's awesome. My only minor complaint now would be that the hair on her forehead (if that's what it's called^^) is a little uniform. And I'm not a fan of her eye shadow, but that's personal taste
  6. You should either use Kotor Tools script editor or the Kotor Script Editor since those also allow you to compile the script once you're done. Notepad can't do that AFAIK.
  7. I have to admit, that I don't like your Bastila face texture. Maybe it's my monitor or the screenshots but there seems to be almost no detail on the skin but just one flat color. Only her eyes and mouth stick out and don't seem to blend with the rest of the texture. But then again, what little detail there is makes her look way too old. I have no idea how to fix this, but maybe my critique helps anyway (The clothing looks amazing btw)
  8. Yes, she has another model while she's enslaved on Taris. And your texture looks awesome as always
  9. As you probably know, there is an effect called sun fog or area fog in the KotOR games. This gives model parts further away from the player a flat color overlay. But as you might have noticed, skybox models do not get that overlay even though they are the farthest away. So my question is now: Why? I've been talking to Sithspecter and Fair Strides about this and here's Fair Strides answer: The problem is that I don't think that this is how it works or is at least incomplete in a way. And since there may be other people interested in this topic, I figured I'd create a topic for it From what I could tell I think that there is no fog from where to player stands up to the distance specified in SunFogNear. Then there is probably a linear gradient and from SunFogFar on, the fog is fully opaque. And here's what makes me think that this is the case: To explain the picture: What you see is the first Ravager module in TSL (851nih) with the vanilla fog settings. All I did was to add an additional backdrop model to the module. As you can see, there is a fog gradient for the metal structures in the foreground. Then there is the vanilla backdrop/skybox model which includes the star background, the sith fighters, the red lasers and the explosion. None of that model has any fog overlay. But my new model with the planet backdrop and the Sith warships on the sides appears completely grey, even though all parts of this model ar closer to the camera than the skybox model but farther away than the Sith fighters. So, if the fog was only determined by the distance to the player, then all of this should be visible just as the vanilla skybox. My first guess was that some file specifies which models receive sun fog and which do not. But when I take my model and replace the vanilla skybox, it still appears completely grey due to the fog. So, I assume that something in the model file tells the game whether or not this model gets the fog overlay. The problem is that when I export the ascii-version of the vanilla model and recompile it with MDLOps, this vanilla model also turns completely grey. So I fear that this information is lost due to our available tools, but I was hoping that you know a solution to this problem. For the time being, I edited the .are file. In vanilla, the values are SunFogNear = 0 and SunFogFar = 150. I changed SunFogFar to 5000 and the fog disappeared completely just as I would expect going with my understanding of the way sun fog is handled. This is also why I think that your description is incorrect as this change should have turned everything grey when applying your explanation. The other weird thing is that setting SunFogOn = 0 had absolutely no effect... But I'd like to keep the vanilla fog anyway, so I'd rather figure out the model part instead^^
  10. Models and animations are confusing... I added some stuff I discovered to my model question post. Any help there would be awesome! :)

  11. Maybe that's what Bioware intended, but Obsidian uses animloops for all looping area animations I've found in TSL. Examples would be the asteroids on Peragus or fighters and lasers during the Telos space battle. All those are animloops and I have been able to transfer them to other models where they still play without initializing them. I tried comparing ascii models with and without animloops and I haven't been able to find any differences except for the animation itself of course, so I don't think it's anything related to that. But I haven't actually created a working animloop myself yet as I've always just copied vanilla animations including the aurorabase that had the animations set up. I'll check tomorrow to see whether or not I can do that without the scriptloops and then I'll continue to troubleshoot the combination. Edit: Okay, I tried some more things. My goal was to get any model to show animloops in the 003ebo module. I tried four options: - Creating a new model named 003EBOq that had a simple animloop - Hex editing an existing model with animloops (104PERb) to replace 003EBOq - Editing the ascii version of the same model to replace 003EBOq - Editing the .lyt and .vis file to actually use 104PERb instead of 003EBOq for this module Of these four options, only the last one had animations. In the first case it's possible that I screwed up somehow and that's why there's no animation. But both the second and third case have worked in other places. So my assumption now is that something tells the game that 003EBOq cannot use animloops. Sadly I have absolutely no idea what this "something" could be, so I'd be very grateful for any ideas I could work around this problem by just adding a new model to the .lyt and .vis file that plays animloops, but I'd still like to understand what's going on here. Edit 2: Another question: In the KotOR games there is distance fog but obviously, skyboxes and some other models don't show this fog. Can anyone tell me which setting determines whether or not a model receives the fog overlay?
  12. Here's a follow up question: Is it possible to have both looping animations (animloop) and scripted animations (scriptloop) in one model? I'm asking because I want to add a looping animation to a model that has scripted animations in vanilla (003EBOq) and needs to keep them, but my loop simply won't play. I also tried starting it with a script even though that shouldn't be necessary, but that didn't work either. And currently I'm out of ideas on how to fix this :/
  13. Ah okay, so I should see animations in the dropdown list once I actually created new ones, right? Edit: No, but using a new aurorabase shows the list of animations. Also, are you sure that the activation with a script is necessary for animation loops? From what I think I figured out, there are two types of animations, called animloop and scriptloop. And as far as I can tell, the animloop animations don't need to be started with a script but just loop all the time, while the scriptloop animations need to be initiated and play only once. I might be wrong though^^
  14. Thanks. I wouldn't have guessed that on my own^^ Next question: Is it possible to create new area animations? The first step would of course be to create the animation in 3ds Max but I'm sure there are tutorials to be found for that. The bigger question is whether or not I can get that animation into the game. I tried using the "Add" button in the aurorabase's Animation Parameters section but that didn't seem to do anything and also the "Anim name \available anims:" field is blank so that whenever I try to edit one of the existing animations, it looses it's name upon applying the edit (and also the Anim root). This all seems to be due to incomplete animation support in our available tools but I hope it's something else
  15. Since I've been creating threads for my various issues concerning model making in the past weeks every few days, I figured I'd stop doing that and just start one thread to collect my future questions. So, on to my first question: I've been trying to rescale objects in my models several times during the last days and most of the time that worked perfectly. But sometimes I get the feeling that the scaling just didn't get applied. I can't say for sure if it doesn't get applied at all or with an incorrect scaling factor or something else entirely, but something seems to be wrong, since I have one model where parts are clipping ingame while they don't intersect in 3ds Max at all. To do the scaling, I use the Uniform Scaling tool in 3ds, so maybe that's just not what I should use? Any help would be very appreciated
  16. Anyone here who can tell me which cutscenes 154HAR is used for in TSL? I know it's for Sions arrival at Peragus but I wonder if there are any other scenes that use this module.

    1. InSidious

      InSidious

      What other scenes would it be used for? So far as I know, stunt modules in the KotORs tend to be used only for one cutscene, and most of the other cuts on ships make use of part of the area model inserted into another module.

    2. Kexikus

      Kexikus

      I can't think of any other scenes but I simply don't know whether or not I'm missing something so I figured I'd ask.

  17. There are lots of great mods that were released this year, that's for sure. I'll need to search through the download section for the nominations Also, thanks for bringing the Mod of the Year back!
  18. Two more questions: Can I have two models at the same coordinates in the .lyt file? And is it necessary to load a savegame from before entering the module for these changes to be applied?
  19. Since I've had some problems with editing a few area models I figured I'd look into the possibility of just creating a new model and add it to the area using the .lyt and .vis files. Now my first problem is that I can't find the .vis files, so I'd be very grateful if someone could tell me Edit: Found them right after posting this... And the second question would be: What are the best editors for those? I was able to open the .lyt with Kotor Tool, I assume that works fine? Also, if there's anything special to know about these files that I should know, please tell me. Thanks
  20. Looking great! I'll definitely use that for my next playthrough
  21. Kexikus

    MDLOps

    Tried another big model (3.5 MB I think) and while it took about two hours, the compilation was completed at some point. The problem is that for some reason all textures were missing or something like that. I just don't know if that's MDLOps fault or something I screwed up before even compiling the model. Deleting elements wouldn't really help me since I only want to add a few tiny parts to the vanilla model. I could use this method to figure out what's causing the issues but then I'd still need a way to solve these issues and I don't have the knowledge for that. So I might just go with a new model that I add to the module. Edit: It seems that MDLOps is just quite slow when compiling ascii models as even 2MB models take me between 15 and 30 minutes. So, if you come across this problem, just wait. It will finish at some point^^ The missing texture issue I had, wasn't really a missing texture issue but the model just started to the the sun fog overlay which made it appear completely grey, while in vanilla, this model doesn't have the sun fog. I misinterpreted that as missing textures.
  22. Kexikus

    MDLOps

    I've been editing several area models with animations in the last days and usually creating the bindary file from the ascii was never a problem when using mdlops, but today I started editing bigger models (bigger in file size) and mdlops doesn't seem to progress at all. Before I had models that were a few 100kB in filesize and the conversion took a minute at most. The latest model I was editing has a filesize of about 7 MB and I aborted the conversion after about 2 hours. So my question is, whether I just have to wait for it to finish or if there's a file size limit or something like that. The other way, from binary to ascii worked perfectly with that same model by the way.
  23. Simply amazing! The loading times are really quite long though xD Still, this will never leave my Override folder from now on.
  24. I suggest you have a look at my post on 2da files. That should help you figure out how appearance.2da actually works so that you no longer have to blindly follow tutorials. But to answer your question: You need to replace the texture used. Those are specified in the racetex and/or model*tex (where * is a letter from A to J) columns. So check the original Sith Soldier rows and in each texture field that has for example Sith_Soldier01 as the texture to be used, change it to Sith_Soldier04. That will tell your new apperance to use your new texture.