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DarthParametric

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  1. What does the KBlender version look like? If you were running the game natively on a Mac (or Linux) it could potentially be a factor, but since you're running it inside Win 10 it should be irrelevant.
  2. I quickly checked the MDLEdit one in the character creator and it's fine?
  3. Try these: TSL_PMHC04_Test.zip Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.
  4. I really would like to know how you people keep doing this. 000220 - Game219.zip
  5. Any model that is exported from KMax, regardless of whether it is compiled with MDLEdit or MDLOps, will causes crashes on Linux because KMax is adding invalid Detonate controllers to every VFX emitter. On Windows these are just silently ignored, but on Linux it causes a crash. Per Synchro on the OpenKotor Discord:
  6. Damn, a decade since I did that thing. Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density.
  7. Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.
  8. Shouldn't be a huge deal to add new lightmaps via KBlender. How many of them are there?
  9. Here: Ratgo Door Fix.zip I just wish one of you miscreants could tell me how you're managing it. I have never been able to recreate it. Edit the save to add in an armband that runs a custom script to close the door and reset its plot state, load the game and fire the script, save, test the scene triggers correctly and exit, edit the save to remove the armband.
  10. First picture seems to be broken UVs on the left and bad/non-existent lightmapping and a missing emissive panel on the right? What about the second picture? UV misalignment? Not matching the layout on the right? And what's the module/s and the specific locations?
  11. You can use the DestroyObject command, but trying to grab a corpse via script can be flaky. The most reliable way might be to first flag him as non-destroyable, something like: AssignCommand(oSion, SetIsDestroyable(FALSE, FALSE, FALSE)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oSion); DelayCommand(1.0, AssignCommand(oSion, SetIsDestroyable(TRUE))); DelayCommand(1.1, DestroyObject(oSion)); Adjust timings as necessary.
  12. Besides being not able to spell, it's a 2DA edit that was literally already done 20+ years ago. So new for zoomers I guess? But muh Nexus pennies!
  13. You don't want to leave the vanilla script. That kills him. You need to replace that script with your own that does all the stuff the vanilla script does and then modifies it to get the result you want. Yes, to add static cameras you will need to edit the module's GIT. Which means that they won't take effect in a saved game (unless you extract the save and edit its module GIT). Alternatively, you can create an animated camera, which is a motion track stored in a model that the game can attach a camera to. Any time you see a cutscene with a camera panning or the like, that's an anicam. But you can also use it for simple position switches where you just jump the camera to different points as needed. This would require the use of Blender or 3DS Max and their appropriate I/O scripts.
  14. This is all scripting for the most part. If you look at 903sion.dlg, E121 should be the node of interest. You can see that fires the script a_sion with parameter 3 - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/903MAL_Malachor_V_Trayus_Academy/a_sion.nss That triggers case 3 of the switch runs that function that handles his death scene. Clears all effects on him, plays the ANIMATION_LOOPING_RAGE animation on him for 1.5 seconds, removes his minimum 1HP flag, applies the instant death effect, then unlocks the door. If you want to prevent a node from skipping and run for as long as you want, then you need the ActionPauseConversation and ActionResumeConversation functions. However, you have an added wrinkle here. Sion is the conversation owner. A conversation will immediately terminate if the owner dies. Typically in cases like this where an NPC needs to die, you get around it by making the owner an invisible placeable, but in this case that would probably break all the other scripts. So you'll need a bit of slight of hand to get around it. What I would do is have him manually play the death anim, spawn the VFX placeable over the top of him, then use that as cover to jump Sion somewhere out of sight so he can be killed after the cutscene finishes. The question will be whether the VFX actually obscures him sufficiently. That will probably require some custom shot framing with new static cameras. You could probably do a wide shot from behind the PC and use the PC themselves to block it if absolutely necessary. You can script switching between static cameras using the SetDialogPlaceableCamera function.
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