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Everything posted by DarthParametric

  1. I'd just remake the map geometry and then you can transplant all the emitters and so forth back into it afterwards (literally just copy and paste it into the ASCII).
  2. For the arms and the base? Personally I'd just start from scratch. Bioware's meshes are typically not worth saving. They can be useful templates to model around/over though, depending on your preferred method of modelling.
  3. Seems there was a disturbance in the Force:


    1. Show previous comments  4 more
    2. DarthParametric


      Interpreting comments from CDPR's post-delay teleconference (albeit via someone else's translation from Polish to English), it sounds like it's probably the Xbone and PS4 releases causing them grief (presumably the Xbone S particularly).

    3. DarthVarkor


      I didn't think a game could get delayed after it "went gold". Can't say I was expecting this one.

    4. DarthParametric


      Well "gold" is just the locked content master sent off for physical manufacturing. These days it's typical to not worry so much since you can just fix/add things with a day one patch. Although there are rumours circulating that this particular instance is more critical and there is an issue requiring recalling the PS4 version altogether, since it may cause hardware issues (possibly bricking the console altogether). It could just be the usual internet BS though, impossible to say at this point.

      But that aside, such a delay right before release is very unusual, mostly because of marketing. That is probably going to cost them 10s of millions of dollars, at the very least.

  4. @ADG12311990 if you'd be so kind as to beta test this - https://www.darthparametric.com/files/kotor/k1/[K1]_Diversified_Jedi_Captives_on_the_Star_Forge_JC_Hybrid_Robes_Compatibility_Patch.7z
  5. I wouldn't recommend using transparency. Save yourself the grief and just use geometry. I was thinking something along these lines: That's just shy of 1,600 tris. Since it wouldn't need a fancy texture, the UVs wouldn't need to be complex and could be just stuffed into a free corner of the map.
  6. Mostly joking, but it's not exactly a high poly object. If you are going to replace the ball, might as well replace the arms and base while you are at it. I don't think it needs anything crazy, but some simple bevelled edges probably wouldn't go astray. For the ball itself, you could maybe do something like a "cage" type object. An open polyhedral shape.
  7. Ah, you were talking about the function not using all the stated parameters. I thought you were talking about calling a function without specifying all the parameters. I suppose that sort of sloppiness is not out of the question when dealing with mod-generated scripts.
  8. Is now a good time to suggest scrapping the original model and making a completely new one?
  9. Interesting. I had assumed that the compiler substituted in default values when compiling the NCS, but are you saying that it's the engine that does that at runtime? Which would also mean DeNCS adds missing defaults back in when decompiling then.
  10. You can change the Unescapeable flag in the module's ARE from 1 to 0. But that will only work before entering the area for the first time. Otherwise you can do it via script, probably best done with an armband that will work for whatever current module you're in.
  11. You can always just put some basic examples in the release thread and link to an external site like screenshotcomparison.com where people can do more in-depth comparisons. Or maybe even just whip up your own site if you are so inclined. Simple image sliders are pretty straightforward. I believe Github Pages (i.e. github.io) allows Javascript and CSS, so you could do it via a repo without needing a hosting solution.
  12. Pester @Tyvokka to implement one of those screenshot wipes where you can move a slider back and forth across the image.
  13. Presumably he renamed some LIP files intended for other lines, so the lip sync doesn't match. It's an easy fix now that the CSLU Toolkit has had its online licensing requirement removed. The only problem is that it doesn't run on Win 10, instead requiring Win 7 or XP.
  14. I don't think it is an engine issue, per se. What we use there is used throughout the game, namely spawning a creature with the k_def_spawndead OnSpawn script. The murder mystery quest is seemingly in some sort of Bermuda Triangle though, as there have been a number of odd quirks with it. I have encountered that particular issue myself before. I had thought it might be linked to skipping through Bolook's lines. I did make some changes to address that possibility, but it seems that was insufficient. I'll reactivate the issue for it on the repo and we'll look at it again at some point in the future. I would also add that this issue proved in the past to be difficult to reliably reproduce. As I recall I was only able to do so when playing on an XP machine, not on Win 10. If anyone can reliably reproduce the issue, please volunteer yourself for guinea pig duty.
  15. Go to Control Panel\Programs\Programs and Features and uninstall it. It's a stupid feature of the way they set up the TSLRCM installer that it stores a registry key the first time you install it and then defaults to that on subsequent installs. By default it probably installs it in Program Files, but you should be able to manually pick the location (after you've uninstalled it anyway).
  16. Ah you can disregard that. I thought the shape of the arms was slightly different, but it seems like that layout is already in the most relaxed state.
  17. It may not matter, depending on how you plan to texture it, but I'd suggest relaxing the following verts:
  18. The KOTOR and TSL trademarks are both still held by Lucasfilm. Star Wars and all the characters etc. therein would fall under other trademarks and copyrights held by LF. Presumably the only rights MS would have specifically related to KOTOR would be the original console distribution deal, and that hardly seems like a basis for a C&D against some vapourware remake project.
  19. MS could send their lawyer hit squad in for a number of reasons. If they were using Xbox logos or other related MS trademarked/copyrighted stuff, for example.
  20. To start with, make sure you are using the latest version of MDLEdit and/or MDLOps to decompile the model. If you still get errors then that is presumably an issue with KMax that you'll have to notify bead-v about in the KMax bug thread. Assuming that you haven't first verified that you are also using the latest version of KMax.
  21. Which would have played a hell of a lot better if they had a different fake language rather than the overused Twi'lek Huttese again. TOR might have something that could be used as a substitute perhaps.
  22. 30 minutes for a remap, an hour for the texture?
  23. If the end result is anything like Kaevee, don't bother.
  24. There's not a single ready anim, there are multiple different ones to cover the different weapon types. You can use @JCarter426's combat animation guide and TSL's annotated animations.2da to help you find them, but they should be of the form gXrY, where X and Y are numbers that indicate wielding type and anim variation, respectively. For example, g2r1 should be the single saber/sword ready and g5r1 should be the single blaster pistol ready. Some of these appear to be recycled, for example g7r1 (rifle) and g9r1 (heavy carbine) are identical. If you are setting the piggy's anims as unarmed, then they'll presumably need a g8r1 for the ready anim. But since their UTCs force them to use melee anims, I'd just go with that. They obviously already have a limited set of anims by default, so duplicating the existing ones to cover the melee variations shouldn't be too much of a problem. The only question is whether the choreography limits the human anims when fighting a creature, or if it uses the full range of anims regardless. I'm not sure I ever noticed. There's nothing special in the DLG that would suggest the cause. Neither it or the ambush one have any forced or scripted talk anims. I'm not sure why it would work in one scene and not the other. You can export and import a text list of the node mapping, so it might be worth doing it that way to see if that gives you some more control.