Kexikus

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Everything posted by Kexikus

  1. Looking good so far! I would suggest to release it as a .bik movie since a stunt module / ingame cutscene would not have the vision effect that all pre-rendered vision cutscenes have. And I wouldn't want to miss that on your HD cutscenes. For the other animations: The reveal is already an ingame cutscene, isn't it?
  2. I'm at UTC+1 and I should be available on pretty much every evening except for Tuesdays.
  3. It should be in the same spot for K1, no idea why you cannot access it.
  4. txi files aren't related to models, what you need is the .mdl and the .mdx file. Those are located in BIFs > models.bif > Aurora Model for the .mdl files and BIFs > models.bif > Aurora Model Extension for the .mdx file. To figure out which one of these is the Twi'lek head, open up heads.2da, find the Twi'lek head line and see which model it uses (it's the head column).
  5. A great idea indeed. I will attend as well unless it's in the middle of the night for me^^
  6. Go to File -> Manage Paths and in the new window go to the tab SW:Kotor II TSL. Then click on the "..." button next to the KotOR:TSL root path and select the main folder of your TSL installation (the folder you have selected in your third screenshot).
  7. There are a few syntax errors in there as far as I can tell. In line 224 you need { instead of ( and in line 238 it has to be GetNextItemInInventory instead of GetNextObjectInInventory I think. I'm not sure but the function in your file does not exist and I assume GetNextItemInInventory is what you want. With those changes I was able to compile it.
  8. Kexikus

    SaberPike

    Here you go: http://deadlystream.com/forum/files/file/138-tfu-lightsaber-pikes-for-tsl/
  9. I would guess that the "," in the folder path cause Kotor Tool not to recognize the path. Try another path that doesn't have them (and generally, don't use them in folder names^^).
  10. I don't think so. But the priority between savegame, override, .mod files and vanilla files is also different for different file types. Textures and models for example are not in the savegame and will always come from override > .mod > vanilla. The same goes for scripts, 2da-files and dialogs, while stuff like .ut* files need a savegame where they haven't been loaded yet. Then again .git files are also stored in the savegame but in their case the priority is override > savegame > .mod > vanilla, so placing a .git in the override will actually reset that area everytime you enter / load it. Long story short, it isn't possible but also not necessary for all files.
  11. I would guess that those two .utcs are used differently in multiple modules, so when you extracted them from one module, edited them and placed them in the Override you changed them in all modules. So it could be that they're set to friendly or neutral in the stunt module but the version you edited and placed in the Override folder is set to hostile, so those in the stunt module were also set to hostile. Or something similar is going on. So to check, pack the .utcs in a .mod of the module you got them from and see if they still screw up the cutscene.
  12. Yes, you can just drop the compiled script into your override folder.
  13. It's working for me. And she sounds good I would say, but it's hard to judge without knowing alternatives. But she would definetly be a huge improvement compared to the current VO.
  14. AFAIK that can only be done with scripts. This script would then check for the PCs class and add the corresponding items to the placeable. I would guess that this is the OnEnter script for the Endar Spire but maybe it's also somewhere in the very first dialog that the script is triggered. If you can find the uncompiled version of this script or manage to decompile it with DeNCS you could change the items.
  15. I can't see how a .utc file could cause this. It's more likely that the on enter script for the leviathan bridge stunt module is missing / has been edited or that the .dlg for the scene has issues. But without knowing which of the thousands of KotOR files you edited it's almost impossible to help.
  16. Thanks, I will have a look at it. Edit: Simply hex-editing the name of the texture to something else does the trick. Weird, but it works so I'm fine with that.
  17. Using MDLOps to keep the animations worked perfectly, so I can actually go ahead and edit this model. Flipping the plane mesh didn't fix it though, just as SithSpecter suggested. Edit: @Malkior: If you could figure out what it was that had to be done, that'd be awesome. Although I want to edit the model anyway so I can just add a new plane mesh with the texture^^
  18. The Peragus Exterior skybox with moving asteroids. I'll just try it and see how it goes.
  19. Okay, so if the model doesn't need lightmaps, walkmeshes and emitters I can just use MDLOps and since I wouldn't add any new animations (yet?) I won't need to use a script to start them since that script already exists in vanilla for the vanilla animations. I'll need to play around with that and also with a renamed nebula texture, thanks for the information.
  20. So, now that I can actually edit models I still have a few problems. The first one being: Is there any way to edit area models that have animations? According to the New Area Knowledge Thread KAurora can't handle animations so I guess it's not? Except for hex editing etc, but I would like to do more extensive changes than that. And if it's indeed not possible what would be the best way around this? Creating custom placeables to add them to the area? The second question is more specific. In this post sELFiNDUCEDcOMA shows how he made the nebula around Peragus appear for the Peragus Exterior Model. When opening the model in 3ds Max you can see that the nebula is there but for some reason it does not show ingame. So my question would be: Why? I know that this is a very specific question and the answer will probably not even be useful since I cannot edit the model anyway (it has area animations) but if anyone knows, I'd still like to know as well just in case it gets important at some point. That's it. Thanks for any replies
  21. After only two weeks I figured out why all of this did not work... and it turns out that the reason was simply my stupidity. To be more precise: I had exported this model (222TEL15) several months ago so when I found the 222TEL15_ascii.mdl file I figured that this would be what I created with mdlops and what I should work with. As I described before this resulted in a (mostly) black model when put back into the game. So today I decided to simply try another model I want to edit anyway. So I went ahead and extracted the Peragus skybox and it turns out that KotOR Tool creates ascii versions of the model when batch exporting them and when using those the model appears black ingame. But when you just export .mdl and .mdx manually and then use mdlops to convert it to ascii before loading it to 3ds Max (I assume it's the same with gmax) the model works perfectly. And that took only two frustrating weeks to figure out...
  22. I don't really need the updates TSL got, so I don't care whether or not KotOR gets the same. But I would love to see an official port of K1 to the TSL engine. This would open up soooo many possibilites for us, but I fear it will never happen
  23. Looks great! I love his facial expression. One thing I'd personally change though is to add some grey to his hair to give it a little more texture.
  24. This is sooo awesome! Thanks for finishing this mod, it will never again leave my Override folder, that's for sure. One question: Can you even enter the Ebon Hawk in the Telos academy and on Malachor? Edit: One more question: I can't find the M4-78 file (ebo_sky801dro.tga) in the download even though you mention M4-78 in the description. Is that intended?