DarthParametric

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Everything posted by DarthParametric

  1. Thanks, but I think the alpha thing was just a bad (if seemingly logical at the time) assumption on my part. Is there anything I can do to further the MDX investigation?
  2. To clarify - the edited model you uploaded doesn't add an alpha controller to the head, it just positions the head on the ground. It doesn't crash though. Decompiling the vanilla model and recompiling with no changes results in a crash at the end of the scene. Decompiling the vanilla model and recompiling with no changes and then swapping the MDX for the vanilla one does not result in a crash. So it seems you are on the right track.
  3. That's my point though, there is no alpha added to the head node. It seems like the position and rotation controllers were edited rather than adding an alpha controller. Edit: I removed all alpha, self-illum, and scale controllers from my custom model and it still crashes, so it seems like it's none of those at fault at any rate.
  4. No, I decompiled a clean copy of the vanilla model, added the same alpha, recompiled and it crashed. The hex edited version you sent doesn't crash, so in the absence of other evidence MDLEdit must be doing something that induces a crash in that scene. Edit: Wait, I don't think you actually added a <1 mesh alpha to that model. I just noticed it looks like the head is sitting at ground level rather than transparent. Decompiling your model node skin Head parent C_HoloRakata position 0.0 0.0 0.0 orientation 1.066e-005 0.0365348 0.999332 3.14159 Versus decompiling the untouched vanilla model: node skin Head parent C_HoloRakata position 7.58e-006 0.025986 0.710792 orientation -0.0 0.707107 0.707107 3.14159
  5. Perfect, thanks. I was trying to do exactly that. While I could add controller nodes 9 and 10 via a hex editor, I didn't know what to do to adjust the changed offsets for the camerahook nodes. Anyway, a test with this model with VBOs enabled did not result in a crash. Seeing as a version to achieve the same thing compiled with MDLEdit did crash, I must therefore assume that something MDLEdit (and MDLOps) is doing is causing the crash.
  6. What you do in the privacy of your own Override folder is your business. It would only require permission if you wanted to publicly release a mod based on someone else's work (or have someone else do that work for you and post it on a public forum).
  7. Some placeables are only used in one place, and that's especially likely if they are custom ones added for a mod. If would be a lot easier to add certain things via placeables rather than screwing with room models. But it's not particularly practical in K1 anyway given the placeable limits. In TSL you can apply tints on a per-instance level to sort of fake lightmapping.
  8. Yes. Unlike TSL, K1 has no specific hologram mode/effect. The colour is entirely derived from the texture just like any regular model. You could have pink holograms, if you wanted such an abomination.
  9. As per the description, I created new textures for both based on their non-hologram appearances. These were desaturated and then tinted blue, then set up in a 2x2 flipbook animation with varied brightness to get the flickering effect. The vanilla Dodonna hologram model actually uses different UVs, which you can see if you look at the original version videos. You can see the medals on her chest are mirrored. I created a whole new hologram model for her based on the regular appearance model, so it retains the proper non-mirrored UVs. Vandar's hologram model didn't change the UVs, but I did have to edit the eye meshes to accommodate the way they faked the blinking with textures (they animate brief swaps between two different sets of eyeball meshes). The intersection didn't play nicely with the mesh alpha approach.
  10. All the warnings mean is that the MOD files already exist (in your case because you are using NPC Overhaul and K1R). It's a quirk with TSLPatcher that the author can't disable that notification as a "warning". It's not an error, the mod's content will be injected into the pre-existing MODs. Typically I add a note about this in the TSLPatcher description, but I apparently forgot to do so in this instance. Anyway, I'd guess your crash issue is more likely to be a conflict between K1R and NPC Overhaul. I don't use either, but my understanding was that there are issues using both together. If you started the game with K1R and then removed it before Dantooine, I'm not sure what knock-on effects that may have.
  11. OK, so here's something bizarre. I was getting odd graphical glitches on Lehon, like all the polygons on the beach being outlined and the dirt texture inside the Elder's compound being weirdly offset and blurred. I was forcing AA in the nVidia control panel so I tried turning that off. Going back into the game, those problems were fixed. But that also coincided with the crashes. I just tried turning the forced AA on again. Testing again, I now longer get the weird graphical artefacts, and I also don't get any crashes.... Yeah you are just lacking the textures. Edit: Testing the NPC hologram on Kashyyyk, I am getting a crash right at the end of the dialogue as the Star Map animation plays. I don't get the crash with the vanilla hologram. Here's a save if anyone wants to test it (same model posted above): K1_Save_Kashyyyk_Star_Map.7z Edit 2: So it seems like enabling the Disable Vertex Buffer Objects option in the INI prevents it from crashing. Now I need to figure out if the crash with that option disabled is being caused by the model, or if it's just the usual game being screwy on modern systems. Edit 3: My guess is that enabling mesh alpha is causing the crash when VBOs are enabled. At the point of the crash, a script fires with destroys the NPC. The game tries to fade it out. For whatever reason fading works fine with VBOs disabled, but crashes with them enabled. I'm trying to find a way of taking MDLEdit/MDLOps out of the equation, but the vanilla model apparently lacks the controller data for alpha (I guess those only get added when alpha is <1?) which makes hex editing problematic, at least for me. Any thoughts @bead-v?
  12. Probably the best solution would be to sticky a redirect. Easy enough for the DS tools download section, but I don't know if that works with off-site links. Worth a shot at least. Summoning @VarsityPuppet to add it to the list of mod/admin jobs.
  13. This should cover most of your needs. https://deadlystream.com/files/category/17-modding-tools/ http://www.starwarsknights.com/tools.php
  14. Looks like you could change the GetDistanceBetween value so it only triggers when you are closer (currently appears to be 15m): void main() { int int1 = GetUserDefinedEventNumber(); if ((int1 == 1001)) { if ((!sub1(OBJECT_SELF, intGLOB_118))) { sub2(OBJECT_SELF, intGLOB_118, 1); } else { if ((!sub1(OBJECT_SELF, intGLOB_119))) { sub2(OBJECT_SELF, intGLOB_119, 1); } else { sub2(OBJECT_SELF, intGLOB_118, 0); sub2(OBJECT_SELF, intGLOB_119, 0); if (((!GetIsConversationActive()) && (GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) < 15.0))) { sub3("ONE LINER", 5, 5, 5.0); SetGlobalBoolean("TAR_GORTONONELINER", 1); ClearAllActions(); ActionStartConversation(OBJECT_SELF, "", 0, 0, 1, "", "", "", "", "", ""); sub4(); } } } It could also be that sub3 is providing a delay timer, which would be 5 seconds if so. void sub3(string stringParam1, int intParam2, int intParam3, float floatParam4);
  15. Yeah I just realised you were talking about the sword thing. You are right that it could be done with an animated version by hiding the sword under the floor. That's what they already do with other placeables, like the Jedi captives on the Star Forge, so it's kind of suprising they didn't. Although I guess they could afford to be lazy. They had no need to worry about free placeables slots. Deleting the Talk animation got me a further line or two into that dialogue branch, but it still ended up crashing.
  16. If you are talking about the plinth, it's part of the same model. I'm not touching placeables.2da. I just edited the original model, deleted the VFX node and merged in the Rakatan.
  17. I am getting a crash in-game with the NPC Rakata hologram during some dialogues (presumably when it calls certain animations). Initially I thought this was the same issue I had before when I tried compiling the model with an earlier MDLEdit beta, but it seems the MDLOps compiled version also crashes. K1_NPC_Rakata_Hologram_Crashing.7z Here's a save to test with (just access the computer to initiate the dialogue). K1_Save_Rakata_Elder_Compound_Computer_Room.7z It seems to reliably crash when pursing the "I want to know about the history of the Rakata" chain after choosing the player response "A plague?". I can't see the dialogue calling for any specific body animation for that line, so perhaps it is related to lip sync animations?
  18. Could be the angle of the pic. This is PLC_Statue3:
  19. View File Movie-Style Holograms for End Game Cutscenes This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops Submitter DarthParametric Submitted 08/18/2018 Category Mods K1R Compatible Yes  
  20. Well I only pieced it together in the last day or so, so I wouldn't say I have been hiding it as such. I have another one for you though that is a bit older. If you recall the K1 end sequence area model issues, I can confirm that MDLEdit will now successfully load the area model itself, but it still crashes when loading the custom stunt model of the crowd. Right at the end though, after several minutes of processing. DP_StuntCrowdDS_v3_Condensed-kotormax.mdl.7z
  21. Yeah about that approval.... I think @Tyvokka needs to install a giant flashing light or something whenever there's a new submission.
  22. I can get it to crash. Also crashes 1.0.5. PLC_RakatHol-kotormax.mdl.7z MDLOps compiles it and it works OK in-game. Oh and something I realised with that model - it seems like KMax doesn't like alphakeys by themselves. I'm not sure if it is stripping them on import or on export, but any nodes with only alphakeys ended up blank, whereas those also that had pos/rot keys kept their alphakeys.
  23. Is this hologram statue placeable:

    K1_Rakatan_Hologram_Statue_01.jpg

    only used in the computer room of the Elder's compound? I did a quick browse but couldn't seen any obvious uses of it elsewhere (on Lehon at least).

    1. Kexikus

      Kexikus

      What about Kashyyyk? I might be wrong but isn't there a Rakata hologram as well? If there is it's probably an NPC, but I don't know.

    2. DarthParametric

      DarthParametric

      The computer? That will use the NPC appearance. This placeable is just an animated texture.

    3. Kexikus

      Kexikus

      Yeah, that's what I was thinking about.

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