DarthVarkor

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Everything posted by DarthVarkor

  1. I looking to port/use a few animations only available in TSL into K1. For example; the one I am hoping to use now is the "crouch and get up" one. I can't find it's exact value in animations.2da for some reason but you can see an example of it here. Failing that, anything similar such as "Kneel to meditate" (No. 23 in the animations.2da). I've heard it is possible to trick K1 into playing K2 animations, but I have no idea where to begin. Any help would be appreciated!
  2. Sorry to bring up an old post but I've just found this mod. Where it says: "Populate(20, -28, 21, 69, 121, Tag, TRUE); //This is the bit that does all the spawning" whereabouts does the tag go? Does it replace the word "Tag" in your example, or next to it? Before it? I'm still new to learning writing scripts. Say for example I was spawning an alien, I had this: Populate(20, -101.10, 118.09, 69, 95.16, "Alien_Bith_01", TRUE); - but this gives me a long list of errors when I try to compile it. This is for K1 BTW.
  3. Tried that, but I'm now getting this error at can't figure out what it meant. My script is: void main() { object oCarth = GetObjectByTag("Carth"); object oCand = GetObjectByTag("Cand"); object oMission = GetObjectByTag("Mission"); object oZaalbar = GetObjectByTag("Zaalbar"); int bRun = TRUE; void ActionForceMoveToLocation(location lDestination, int bRun=FALSE, float fTimeout=30.0f); location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0); location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0); location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0); location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE))); DelayCommand(3.8, AssignCommand(oZaalbar, ActionForceMoveToLocation(lZaalbarRun, TRUE))); DelayCommand(3.5, AssignCommand(oMission, ActionForceMoveToLocation(lMissionRun, TRUE))); DelayCommand(3.4, AssignCommand(oCarth, ActionForceMoveToLocation(lCarthRun, TRUE))); }
  4. If I am scripting characters to run to a set destination, how do I toggle running instead of walking? I tried this (I could be completely off), but they still walk to the destination: void main() { object oCarth = GetObjectByTag("Carth"); object oCand = GetObjectByTag("Cand"); object oMission = GetObjectByTag("Mission"); object oZaalbar = GetObjectByTag("Zaalbar"); int bRun = TRUE; location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0); location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0); location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0); location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionMoveToLocation(lCandRun))); DelayCommand(3.8, AssignCommand(oZaalbar, ActionMoveToLocation(lZaalbarRun))); DelayCommand(3.5, AssignCommand(oMission, ActionMoveToLocation(lMissionRun))); DelayCommand(3.4, AssignCommand(oCarth, ActionMoveToLocation(lCarthRun))); }
  5. Whenever I trigger a custom DLG file in K2 Steam version it skips through all the lines? Anyone know why? I have "node unskippable" checked for all the lines and this doesn't happen when I use the disc version of the game...

    1. DarthVarkor

      DarthVarkor

      Alrighty, I’ll give this a go tonight when I’m home.

    2. DarthVarkor

      DarthVarkor

      Converting them to mp3 did the trick, you learn something new everyday. Thanks guys!

    3. DarthTyren

      DarthTyren

      Yeah, it's a bit of a pain to have to keep up with three files per line of dialogue, but the steam version doesn't read wav files, hence (likely) why Aspyr converted all the game sounds to MP3.

    4. Show next comments  18 more
  6. Damn. Rest in Peace, Stan Lee...

  7. Editing Taris... *yawn*

    2018-11-08 20_57_36-Adobe Premiere Pro CC 2017 - K__My Files_Other_machinima_Premiere files_The Sold.jpg

    1. Squall Lionhart

      Squall Lionhart

      "I hope all your bets are down, cause we're ready to roll!"

    2. Sith Holocron

      Sith Holocron

      Too bad that this came out after you finished Taris.  :(

      Is there any chance that you could add that scene in using his mod?

    3. DarthVarkor

      DarthVarkor

      Still working on Taris, never too late...

    4. Show next comments  18 more
  8. if I may jump on this thread without creating a new one, could we possibly get Atton's head ported into K1? (Sorry if this is not allowed, I'll make a new topic if needed!)
  9. I've seen a few users on here mention how they've successfully ported modules from TSL into K1 (or vice versa), would it be possible for someone to port the Enclave Sublevel (610DAN) into K1? Specifically, I'm hoping to use to library section in my machinima. There are alternatives I could use, of course, such as green screen and compositing characters into it but I feel this would be a much for practical approach. Thanks in advance!
  10. Well I certainly hope the end result is better than the Prequels, haha...
  11. Hey everyone! As of a few days ago, I entered FULL PRODUCTION on the first in my upcoming prequel series to my TSL quadrilogy, tackling K1 itself. The first film in the series, (name to be announced), is looking better than anything I've ever done before, as I am now shooting in full 1080p widescreen whereas with K2 I used to shoot in 1280x720 and upscale it to 1080p. Stupid, I know. But this is how you learn from your mistakes. In addition to this, I am using a plethora of visual upgrade mods to give the film as fresh a look at possible. This is a time before Darth Revan returned to power, so it expect it to look and feel very different to my original films, but unmistakably still feeling like it belongs in the same universe. Expect more humor, more exciting action and a very different in personality protagonist as I aim to show a good, noble man turn into a monster. All of it, the themes, music, characters, style, etc., is so new to me, as I try to break away from the gritty and bleak universe of TSL and make this film (and the two sequels) feel like to most unique version of K1 you've ever seen... That's all for now, but I'll leave you with a couple of screenshots to tease what is to come. I am by no means rushing this one, and a deadline (and trailer) will only be released when I have reached a considerable milestone. ~ DV
  12. I noticed those delightful monitors several times when I was making my TSL adaptation. A fresh coat of paint on them would definitely go a long way!
  13. I'm a big fan of this mod by @Dark Hope and plan on using it in my next film, however, I was wondering if someone would be able to remove the Republic logo embellished onto the backpack and arm (see images)? The reason I'm asking for this is it makes sense for the player to be wearing clothes on Taris that don't scream "I'm with the Republic" whilst the planet is occupied by the Sith. May just be me overthinking it, but it's more for logic's sake in my films for Revan to try and blend in.
  14. Nice work! Don't suppose you have any plans on sharing it as a mod?
  15. I've been playing around with the walkdist & driveanimwalk columns in appearance.2da to eliminate the "waddle" effect you get when holding down 'B' to walk in-game. While I'm pretty happy with the end result there is still one issue I'm stuck on. When I write a script to trigger, say, Carth walking to Bastila, they walk at their waddle super fast pace again, despite walking at the slower pace when I control them. This also happens when using the "Walk Towards" function in JC's Toolbox. Is there a fix for this? If anyone's unsure on what I mean, let me know, and I'll put up a video demonstrating it. EDIT: Scratch that, I've figured it out. If anyone is interested, I changed the values in walkdist to 3.8 and the driveanimwalk to 2.6 for the party members. Feel free to close this topic.
  16. Hey everyone. I realise this might be a bit of a long shot and unfortunately I lack the skills myself to really contribute to this, but, I was hoping to get together some people to finally crack an alternative to using the now defunct CSLU Toolkit to create LIP files as discussed in this thread. I, among a few others, still have access to the software, but there are plenty of people out there without access that would benefit from a new tool being available for it. I have my own reasons for this, too, as I plan to building a new PC soon(ish) and this software is essential to my machinima series. I had this idea after @JCarter426 mentioned this in the linked thread: "...The only tricky part of the format is the phonemes, as KOTOR only accepts a few specific phonemes and LipSynchEditor is set up to filter them based on CSLU's naming conventions. So long as whatever replacement tool is able to output its phonemes as a text file, it wouldn't be difficult to write a program to convert its text format to match CSLU's, or edit LipSynchEditor to filter based on the new format." If anyone would like to throw their hat into the ring, please feel free to do so. Hopefully among the many talented people on this site we could create a solution to this issue.
  17. Apologies for the late reply, I completely forgot to report back on this. The short version is: yes, it’s easy to use. If a dummy like me can use it effectively then the rest of you guys will have no problem. Inserting co-ordinates & exporting it as an XML to be plugged into AniCam is a breeze. I’d highly recommend using it. Great work, @bead-v!
  18. It works! I don't know how you did it, but thank you very much!
  19. Yeah, that's what I'm thinking would be for the best. This whole endeavor was to get shots for my machinima, but I have plans to expand the swoop race beyond the in-game tracks anyway. Thanks for your help with this!
  20. Yeah, looks like this might be a lost cause, then. I opened up both the .are and IFO files for 371NAR to see if K2 did it differently but it looks exactly the same as the Taris swoop track files. Either way, this has taught me a bit about extracting module information and how to view it. Thanks for your help, guys!
  21. Are you referring to the K1 version or did you forget to attach one to your post for the K2 one?
  22. Thanks for that find, DP. So, I've exported TAR_M03MG's .are file and found the "OnEnter" value, this is what I see, how do I find the name of the script? I opened another random module and in its "Label" box it had (what I'm assuming is) an actual script name in it, but as you can see from the screenshot this doesn't have one it just says "OnEnter".