-
Content Count
4,728 -
Joined
-
Last visited
-
Days Won
538
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Need help with a run script
DarthParametric replied to RageBoxMan's topic in General Kotor/TSL Modding
There are two options if you want to apply a command to multiple NPCs with the same tag. The first is a loop iterating through every creature in the level (useful if you need to deal with multiple sets of tags), the second is to call the GetObjectByTag function multiple times, each with a different nth index to grab each creature. Check the full command: // 200: Get the nNth object with the specified tag. // - sTag // - nNth: the nth object with this tag may be requested // * Returns OBJECT_INVALID if the object cannot be found. object GetObjectByTag(string sTag, int nNth=0); Identifiers are 0 indexed, so the first creature is 0, the second 1, and so forth. So to get the 5th Tach, the command would be GetObjectByTag("c_tach", 4). Since you didn't specify an index, the compiler is pulling in the default index 0. In this case, I'd actually go with a combined variation so you can add a bit of randomness to things. Like so: void main() { object oTach; int i; location lPath1Run = Location(Vector(327.34, 206.69, 7.71), 0.0); for (i = 0; i < 5; i++) { oTach = GetObjectByTag("c_tach", i); DelayCommand(1.5 + IntToFloat(Random(3)), AssignCommand(oTach, ActionForceMoveToLocation(lPath1Run, TRUE))); } } Since pathfinding is pretty terrible, you may have to introduce additional delay between each to prevent them running into each other. You could probably just pad it by also adding in IntToFloat(i) in the delay value, which should force each subsequent value to increase while still retaining some randomness. -
How to make KOTOR 1 display DBCS languages
DarthParametric replied to JRoland's topic in General Kotor/TSL Modding
I have no idea if KOTOR actually supports Chinese, since it was never released in that language. I think Neverwinter Nights does though, and Odyssey is based on Aurora (NWN's engine). Start by referring to these links: https://wiki.xoreos.org/index.php?title=Xml2tlk https://wiki.xoreos.org/index.php?title=TLK_language_IDs_and_encodings In theory you'd convert a UTF-8 XML with strings in simplified Chinese to a binary K1 TLK using Xoreos with the following command: xml2tlk --cp936 --kotor dialog.xml dialog.tlk The language ID would need to be changed at the top of the XML file <tlk language="130"> based on the table from the link above. You can get Xoreos Tools here. Here's a vanilla English K1 XML if you need it: dialogK1.7z But the actual translated text is only half the job. As I mentioned above, Odyssey uses a font sheet, not a font file. It's an image with each individual letter of the alphabet in a position that is defined in the accompanying TXI file. There are about half a dozen or so font sheets in K1. They have separate ones for the different resolutions apparently, plus additional ones for the end credits and the cheat console. A font sheet itself typically has a plain white RGB (aside from icons like controller buttons). The alpha channel is a mask. Here's a vanilla English example: Since Wizard's tool doesn't support DBCS languages, you can try this older tool to generate a font sheet and TXI - https://deadlystream.com/files/file/535-kotor-font-tool-nwn-font-maker/ I'm not sure if that will work either, but it's worth a try. Unfortunately the texture sheets it creates are quite low resolution though. You'd need to duplicate the sheet TGA and TXI to match all the vanilla filenames: fnt_console fnt_credits fnt_creditsa fnt_creditsb fnt_d10x10b fnt_d16x16 fnt_d16x16a fnt_d16x16b fnt_dialog16x16 fnt_galahad14 Although I'm not sure if that last one is actually used. -
How to make KOTOR 1 display DBCS languages
DarthParametric replied to JRoland's topic in General Kotor/TSL Modding
Odyssey (KOTOR's engine) doesn't use regular fonts, it uses a font sheet (i.e. an image of the characters). So language is effectively "hard coded" unless you edit the font sheet. There is a tool that will help you do that - https://deadlystream.com/files/file/2375-kotor-autotranslate-tool/ - but unfortunately it doesn't support DBCS languages. But it might at least help you create a custom font sheet manually. I assume you already converted the translated text back into a binary TLK file? I'm not entirely sure if the TLK format even supports DBCS languages. -
- 305 comments
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
TOR Ports: Pureblood Sith Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
-
Yes, it's heuristic flagging of the Python exe that gets extracted into a temp directory to run the code under the hood: https://www.virustotal.com/gui/file/1028c8f33ba05e3ba416b823883f970f53f3157052ab9a466031355152da4717?nocache=1 Detects the image load of "Python Core" by a non-Python process. This might be indicative of a Python script bundled with Py2Exe It's a problem with all versions of HoloPatcher and no-name AV packages. It won't be solved until/unless HP migrates away from Python.
- 28 comments
-
- 1
-
-
- restoration
- tsl
-
(and 3 more)
Tagged with:
-
- 305 comments
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
If you're talking about a cutscene playing when loading a module, then the two avenues are either the module's OnEnter script (defined in the ARE and/or IFO), or the OnEnter script of a trigger placed over the module's entry point (script defined in the UTT, placement in the GIT). The former is https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/k_907_enter.nss which looks like what you want.
-
Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.
-
Oh wait, the Revelation cutscene. That uses its own layout, M44AD, but shares the M44ad_01x and m44ad_01a room models with the ending layout (stunt_unktemp). So it's getting the edited room models with the door blockers but not the GIT changes to add the actual doors. Whoops. Not sure how I missed that. Guess I need to fix that for both this and K1CP.
-
-
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
No idea. I certainly never released anything under that name. But I have no association with the list. I have no idea what's in it, or if they are repacking people's stuff and renaming it without permission. Pretty much everything I have released is here on DS, aside from a couple of odds and sods on Nexus and Github. -
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
The link still works fine: https://darthparametric.com/files/kotor/k1/[K1]_DJC_v1.2_R-KOTOR_BUILD.7z There was never any difference in the content, it was just the "spoiler free" version that had minimal info in the readme. But if you saw the pictures in this thread then you're already seen the spoilers anyway. It is, however, several versions out of date, since I washed my hands of the whole /r/kotor bunch and their list several years ago. The current version is 1.2.4, which you should just download from here on DS. -
Need Decompiled Script For Mod
DarthParametric replied to nonameperson66's topic in Work In Progress
Added a manual reconstruction from bytecode to the repo - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/a_904sion.nss -
Need Decompiled Script For Mod
DarthParametric replied to nonameperson66's topic in Work In Progress
It can be disassembled into bytecode though. a_904sion_BYTECODE.nss -
Looking at the academy DLG, the anim it uses is 10006. All those earlier ones are probably K1 references that DLGEditor is listing that don't work in TSL.
-
You should be able to crib what you need from vanilla scripts. In this case, the end of the scene between Kreia and Atton in the polar academy ("Sleep, murderer") should be exactly what you want. I would guess they literally just kill him rather than applying an animation.
-
You're far better off scripting animations rather than trying to use the dialogue animations.
-
Requesting extraction of a particular KotOR1 texture
DarthParametric replied to Sith Holocron's topic in Mod Requests
Apparently so. V_FreightL01 is the actual original, which is 1024x1024. -
Requesting extraction of a particular KotOR1 texture
DarthParametric replied to Sith Holocron's topic in Mod Requests
"Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused. -
Any should work. There are a few free ones around: https://mh-nexus.de/en/hxd/ https://github.com/WerWolv/ImHex You can read this tutorial post for some general information about how to hex edit for your specific resolution. If your resolution was 1920 x 1080, for example, at the appropriate offsets I posted above you'd replace 80 02 with 80 07 and E0 01 with 38 04.
-
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Yeah. -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I was thinking I should also do a version using the TOR-ported Rodian. That has regular-sized hands.
