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Everything posted by DarthParametric
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That's all pure lightmap.
- 12 replies
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- complete
- sith academy
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I thought we addressed flaky animation resumption in K1CP at some point, at least for specific instances anyway.
- 12 replies
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Milliseconds. A script that took seconds to execute would make the game freeze and unplayable. If you mean how often do they re-execute, then yes, every creature will have multiple scripts firing every round, so every 3-6 seconds. Also anything else with a heartbeat, like placeables and so forth.
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Per a comment from JC back in 2022: KOTOR 1 goes up to 72 and KOTOR 2 goes up to 109 I think the free/unused ones in K1 start in the 50s. You'd have to check the vanilla scripts to see what they use. Also note that various mods also make use of them which could lead to compatibility issues. Which reminds me, I should probably revert a few of those cases in K1CP and use the standard plot booleans instead.
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You'll want to be careful with that. I'm unsure if there are any unused local numbers in K1. I believe I did test the theoretical limits at some point previously though, and posted about it in the DS Discord server. Edit: Ah, 0 to 7, and all of them are used by AI scripts.
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Yes, just download the two includes (the main cp_inc_k1 is an include for the debug) and add #include "cp_inc_debug" to the top of your script as you would any other include and have them in the same folder when you compile. You could always switch to globals instead I guess. I generally prefer not to do that unless necessary, but it may be in this case.
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No, only GetHasSpellEffect. They didn't add it in TSL either. Not ideal, no, but there aren't really any alternatives. Although you don't need to do the actual effect check on every character, since you can first parse through and eliminate any non-party NPCs that don't have a suitable weapon equipped (and possibly in their inventory, since they could have swapped to melee). Alternatively, have the effect set a local (unused) boolean that the heartbeat can check for the presence of. Edit: Btw, this may be useful to you while debugging - https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/Source/cp_inc_debug.nss
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Yeah the heartbeat is not consistent on PC. My assumption was always that it was probably tied to frame rate (or more specifically frame time), but it's extremely difficult to test with any sort of accuracy. My prior experiments clocked it at anywhere from 3 to 6 on average when capped at 60fps. Never got around to trying it with the game capped at 30fps.
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A good part of doing anything significant in the game - like your recruitment/companion mod example - requires scripting. That's not something you can really make a video about.
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Well that is supposedly happening, although I suspect that whatever eventuates is likely going to be KOTOR in name only. As far as the mod community remaking levels goes, there's not much point while still bound to Odyssey's limitations. If reone ever gets to a usable point, or if nVidia add OpenGL support to Remix, then that would be a viable option.
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It's pretty much the norm across all modules. Just depends on how deep you want to go looking. The more problems you fix, the more new problems you discover.
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It's entirely possible. The level geometry side of things is the least of it though. The main thing would be ensuring there are no problems arising from changing module IDs, since Manaan has multiple instances of cross-module teleporting as part of the main plot. There might also be problems with ResRef clashes, since both Bioware and Obdisian did love their generic name reuse.
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TOR Ports: Pureblood Sith Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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It's pretty common for them to aggressively cull any rooms that aren't blatantly obvious (and try to mask anything else with fog). Remember the original was designed to run at 640x480, so it wouldn't have been anywhere near as noticeable. And the Xbox only had a shared 64MB RAM pool. K1CP has fixed the odd similar occurrence (in the Vulkar base, for example).
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As noted above, anything that screws with Bandon on the Endar Spire specifically will break the scene if they don't account for K1CP's changes. And this is ultimately your problem. If you use that many mods then you're likely to have a mountain of incompatibilities. Especially for anything that released more than 2 or 3 years ago.
- 12 replies
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- lightsaber hilt
- game breaking
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Every island will need to be detached. Here's a tip to speed up the process. At least in Max anyway, not sure if it also works in GMax. Switch the mesh to an Editable Poly, then add an Unwrap UVW modifier on top. Click the button to open the UV editor, switch to the Face Sub-Object mode and tick the Select Element button. That will allow you to easily select all of an island at once, including overlaps. Now in the hierarchy stack, unfold the Editable Poly. With an island selected in the UV editor, click on Element under the Editable Poly. You should switch to the Editable Poly with the island polys still actively selected. You can't do this with an Editable Mesh. Not in GMax format obviously. But you can use an OBJ export script to get them into a format Blender can import.
- 178 replies
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- tslrcm 1.8.6
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JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric commented on JCarter426's file in Mods
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Looks like you have the classic mulched UVs issue: Typically this used to be considered an issue with ye olde MDLOps I thought. But perhaps it's actually GMax itself. It happens when you have UV islands that aren't physically split (i.e. one vert has two UV co-ords). KMax should automatically split the mesh along UV boundaries on export, but perhaps GMax freaks out before it gets to that point. You can prevent it by selecting any polys that have their own UV island and then in Polygon or Element mode choosing Detach -> Split to Element. Then re-export. You may want to consider switching to Blender. It's going to be a sharp learning curve, but you'll be better served in the long run.
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- tslrcm 1.8.6
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I can have a look at it tomorrow some time when I get the chance. In the meantime you might want to check it out in different light sources. I should probably make a modder's resource for that preview setup I made for the K1 melee weapons. I made it precisely because the upgrade screen preview is kind of crap.
- 178 replies
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- tslrcm 1.8.6
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Looks fine, assuming it follows the UV map you posted earlier. Hard to determine anything else without playing with it firsthand.
- 178 replies
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- tslrcm 1.8.6
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Just copy the alpha channel and paste it into a new image. Or attach the TGA.
- 178 replies
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- tslrcm 1.8.6
- tsl
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I didn't say anything about size. Post the alpha channel of the texture.
- 178 replies
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- tslrcm 1.8.6
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Looks like it is set to (or close to) 100% env map for those sections.
- 178 replies
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- tslrcm 1.8.6
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