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Everything posted by Neville
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Blog #106: Calling Out A Spammer (For what they are)
Neville commented on Sith Holocron's blog entry in Sith Holocron's Blog
Even in 2015, people would look at my idea and my effort, comment it is interesting, and leave. I want to prevent the project from dying. Even if you do not mean to shame me, think of what others who read this will think of me. I do not think I would get any support. -
Blog #106: Calling Out A Spammer (For what they are)
Neville commented on Sith Holocron's blog entry in Sith Holocron's Blog
People always seem to lose interest. Is it necessary to shame me for as long as this site is active? -
When I tried to extract this to my KotOR Tool folder, I did not see "deNCS.config" and the file "DeNCS.jar" is recognized as a compressed folder. I get the message "Destination Access Folder Denied"
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Unable to set up deNCS and finding bugs in modeling tools . Attempting to analyze compiled script.
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I followed instructions for use of "deNCS", even finding the Java version specified, but it does not seem to work. Even the command prompt gives the message "Access is denied." STUNT_18 plays without the .ncs file in my "Override" folder, but I found another problem. STUNT_18 shows Sarna instead of Bastila, odd because the Template ResRef I used for Sarna is "p_sarna", and her .utc file is p_sarna.utc, but STUNT_34 plays. Sarna disappears (she is not available as a party member) after Carth lands the Ebon Hawk. It looks like TSLPatcher may have sent files to the wrong destinations when I tried to configure it for STUNT_34. Otherwise, could this have resulted from use of the command GetObjectbyTag("Bastila", 0)? If another NPC is recruited, the tag must be the same as the one replaced, so the template is different, but the tag is the same. If a new tag is used, even her original tag, "sarna021", you can get duplicates of the character. I have seen this happen. While I try to find cause, I was able to improve the GMax/NWMax helmet model, though, given its size and clipping issues, as previously mentioned, I will have to attach it directly to a modified head model. For some reason, though I now have KotORMax, I still find something seems to interfere with textures when I try to attach the helmet model pulled from the Sith Commando model (n_sithcommando) to the head model (comm_w_f). Can anyone tell me why this might be happening?
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I hope I used the correct configuration. When I looked at recruit script tutorials, I never expected something this complex.
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KotOR Tool shows a compiled script, "k_scene_start.ncs", the full identification being "k_scene_start.ncs (479)" in data for "STUNT_18.rim", mentioned under "STUNT_18_s.rim". I have been attempting to configure TSLPatcher to replace this with the modified ".nss" file (TSLPatcher only accepts new ".ncs" files if they are to be moved into the "Override" folder) by using the "Replace existing" option with the ".mod" files, which, for some reason, are in the "lips" folder. I have not yet completed configuring TSLPatcher, but I will test the new script as soon as I can. I do appreciate all the assistance I have been receiving.
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The script works to get past the cutscene, but it leads to the player being stuck in the cockpit/bridge portion of the Ebon Hawk with Bastila as the only other character. The rest of the Ebon Hawk disappears. There is an object that is identified as "cutscene start", but this cannot be accessed. I would guess this is due to the next cutscene being Carth and the player on the Ebon Hawk. I am attempting to configure TSLPatcher. This will be the first time I have had to use it for a mod of my own, and it will take time to learn. Looking at compiled script, I noticed original script has the line "JMP off_000001DD". New script has "JMP off_00000189" and is shorter. I should ask, I have noticed most module information is kept in ".rim" files, and "STUNT_18_s.rim" appears to be triggered by entry into "m44aa". This entry seems to trigger "stunt_unkhall.are", which is part of "STUNT_18.rim". How do I set TSLPatcher to replace script dependent upon and responsible for triggering so much other script? Also, what happened to the reference number for the script (479)? I will keep trying, but everything seems to be getting more confusing. TSLPatcher instructions appear focused upon ".GFF", ".2DA", and ".tlk" reference.
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The only script I can find for cutscenes is in compiled format. There is compiled script, "k_scene_start.ncs", string ref 479, but would the script provided override the compiled script? If not, how do I alter source script for this scene?
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From the album: KotOR Preferred Mods and Projects
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From the album: KotOR Preferred Mods and Projects
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Removing the .utc file did not work. The only Bastila mods I have are to correct the romance script, restore dialogue, and make robes appear as variants of her base clothing. I was thinking there might be a way to temporarily remove Sarna, like Zalbaar on Kashyyyk or Bastila during the Jedi trial on Dantooine, and bring her back later. It may be possible, further, to avoid adding Bastila again. Reviewing script, some characters (Kel Algwynn, Sharina Fizark, Yuthura Ban, Belaya) can go to other planets and continue dialogue, but I do not know how this is done. With these issues, I still must ask if someone could help with the helmet. I cannot seem to add a new visor.
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Do I need to change tag or string template resref?
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Can you direct me to any of these "experts"?
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When I save, the game will not load.
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This is from my attempts to create a helmet for Sarna. I tried to modify the helmet from regular Sith Armor, but the neck was too large to delete separately. This was pulled from the Sith Commando, seen in TSL. Unfortunately, removing this from the original model removed part of the geometry for the helmet. I checked the fit over the head model used for Sarna. It becomes hard to tell what vertices to move to be able to attach a new visor. Further, If I cannot eliminate clipping issues, it might be best to modify the head model and directly attach the helmet, making this part of a head model.
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I had to change tags, modify script, and remove some script to test Sarna. I found another problem. I am attempting to fix other problems, but the cutscene of Bastila being tortured by Darth Malak played when you set the Ebon Hawk to go to the Star Forge will not play. I get a black screen with a cursor, and nothing responds. I think this could be due to my intent of having Sarna as a soldier to help after Bastila is captured aboard the Leviathan. Is there a way to fix this?
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I have MDLOPS 0.6, GMax 1.2, and NWMax 0.7. I was trying to modify the Sith Commando helmet. I managed to import it, pull it from the full-body armor, apply a Republic texture, and I have been trying to remove the full-face visor. I hoped to remove more of the front and integrate a retextured version of the Verpine Headband. I planned to attach the model to the head model of a character, but whenever I try to export textured models with GMax, I get an error message about "Skin Detected". NWMax states "Unable to execute mass export", and changing name of the Aurora Base causes problems. What I was asking for was a model of the War Droid. I thought I might be able to modify the head to create a helmet, but I got an error message "unable to convert: undefined to type: float". I have used Blender 2.65, but I have never applied textures to a model in Blender. SithSpecter told me Blender would not support game models.
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Can someone help create the helmet? I cannot import the War Droid model, and I am having difficulty modifying the Sith Commando helmet. Also, I really hoped someone would be able to retexture the Sith uniform.
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Modeling tools failing. Unable to create a new helmet.
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No. That is seen in every tutorial I have found, and in the instructions SithSpecter gave me. Even MDLOPS removes animations. They become contained in small elements of the model. When I modified a head model to create a helmet, I used that setting.
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Ah okay, sorry then I have no idea as discussed before modelling isn't my area of expertise.
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I see. Again, thank you for your retexture of the Republic Officer uniform. For now, the texture you created is the closest I have seen to the armor I was looking for, though I still hope someone can place Republic textures on the Sith uniform texture. I am making some progress on a matching helmet. I applied textures from a Republic Uniform to a helmet from the Sith Commando model from TSL, though I am having trouble with my tools. They would not load the War Droid model, which I thought could be modified. Working with SithSpecter, I found the TSF helmet simply had to be pulled from the head. I believe I need help with the new helmet, especially raising the front above eye level and adding an orange visor. I had hoped I would be able to create the visor with new textures applied to the Verpine Headband model, this merged with the rest of the helmet.
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Blog #106: Calling Out A Spammer (For what they are)
Neville commented on Sith Holocron's blog entry in Sith Holocron's Blog
I was here in 2015, but things changed when I came back in 2021. Further, I used Instant Messenger a lot in 2015. Why do you seem to be trying to make me look bad? -
Blog #106: Calling Out A Spammer (For what they are)
Neville commented on Sith Holocron's blog entry in Sith Holocron's Blog
I did not know how to crop sections, and I have not posted that picture in a while. I found this in my old Private Messages, and I sent a message to SithSpecter.