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Everything posted by DarthParametric
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
Yeah I had pictured her face more or less intact. You don't want to copy the Malak gimmick and, besides, it's a hell of a lot easier to slap some bits and pieces of electronic guff on her face and texture in some burnt meat, scars, etc. than it is to create a whole new jawless head model. It doesn't even have to be her face so much. Some sort of collar indicating neck damage would probably be sufficient for the cybernetics. Larynx damage is all you need to justify the electronic voice. Although maybe losing an eye an having a cybernetic one would be kind of cool. I'm sure SWTOR and other games can provide some inspiration on the look of the cybernetics.- 77 replies
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
I don't think she'd necessarily need to side with any faction to get cybernetics. They should be common enough for someone of sufficient means. I'm sure Czerka has them for sale. Probably a bigger question is how she either get off planet past the Sith blockade, or survived the bombardment.- 77 replies
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legends [Finished] [K1] Selven "Legends"
DarthParametric replied to ebmar's topic in Work In Progress
I was thinking of a way you could keep her original voice for the Taris encounter, but still have the option for additional VO for an expanded version where she escapes and you fight her later on another planet. You could say she was severely wounded in the first fight and needed to have cybernetics implanted. That would free you up to use a robotic sort of voice filter to distort whoever did the new VO and provide an easy explanation for why she has a different voice in a subsequent encounter.- 77 replies
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Before you get too carried away, you may want to look at @ndix UR's GUI mod and see what that does to all your values.
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Per discussions with @Snigaroo, you may want to include:
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View File Peragus Administration Level Room Model Fixes This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention Submitter DarthParametric Submitted 06/10/2018 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
3,966 downloads
This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway. Installation: Simply copy and paste the included model files into your Override folder Compatibility: Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements: Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention -
He's talking about the projecting hologram VFX. It's just a single emitter, and the texture it uses, fx_slash, is also in K1. You could change the placeables to use an emitter with the same values.
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Haha, that's modding for you. Making mods becomes the game. I don't remember the last time i played either game just for fun. Probably half a decade ago.
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I don't think he has managed to tear himself away from Taris yet, too busy chasing after Selven.
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If you are packing everything else into a MOD, then you should also inject any custom additions like scripts and GFF files into the MOD as well. Keeps the Override clean and makes it easier to uninstall.
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So a cursory glance at the vanilla files suggests that there are just the two placeables for the bases. The actual band member images must be scripted in? That's an unexpected approach. Also a painful one given K1's placeable limitations. Yeah the instruments are just dummy blasters. I think they are rifles, check the last few model variations.
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That's why I said for the moment. PM me your head texture and I'll remap it to a non-mirrored UV set.
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Blog #79 - What if Griff succeeded?
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
I was thinking he could have an ad something like this: -
If you are looking for something to do, Carth could use a hand - https://deadlystream.com/topic/5529-a-new-look-for-carth/
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Nice work. I bet you have been waiting years to get that job finally done.
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Haha, yeah, scripts can be super overwhelming, and this scene has a bunch of stuff going on. The basic breakdown of them though is: k_ptar_calobar Set Calo and thugs to opposing factions Play Calo underarming grenade animation Play tossing grenade sound k_ptar_gren Equip ranged weapons on the thugs Play sound of grenade bouncing k_ptar_gren2 Get the location of the waypoint for where the grenade lands Spawn a grenade model at that waypoint k_ptar_flash Play the grenade beeping sound Play the ion grenade explosion VFX Have Calo equip a heavy blaster Play the sound of a thug being hit (I assume this is a generic grunt/yell, meant to be because of the flash) k_ptar_kill Get the locations where the thugs are standing Despawn the thugs Have Calo equip a heavy blaster (again) Play blaster fire sounds Play thugs getting hit sounds Spawn corpses where the thugs used to be k_ptar_caloex ??? Calo walks towards the bar exit Edit: And here are the pertinent elements of the DLG nodes related to each script (tar03_calo031.dlg ) k_ptar_calobar Comment: Clothing rustles as he throws the flash grenade CameraID 3 CameraAngle 6 k_ptar_gren CameraID 4 CameraAngle 6 k_ptar_gren2 Comment: Clink sound of the grenade landing CameraID 5 CameraAngle 6 k_ptar_flash Comment: BEEP, the a flash sounding explosion CameraID 6 CameraAngle 6 k_ptar_kill Comment: 3 blaster shots ring out. CameraID 7 CameraAngle 6 Edit 2: Btw @ebmar, I was thinking that since you are primarily focussing on textures for the moment, do you want a non-mirrored head and/or body for this?
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Ah, yeah, forgot about that one. Looking at the dialogue for that scene, there are a few scripts it uses in succession. The first is after he finishes counting to 3, k_ptar_calobar: void main() { object object1 = OBJECT_SELF; object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oCalo031 = GetObjectByTag("calo031", 0); sub1(oCalo031, 1); AssignCommand(oCalo031, sub2(intGLOB_130, 1)); ActionPauseConversation(); ChangeToStandardFaction(oCalo031, 2); ChangeToStandardFaction(oTaproomvic031, 4); ChangeToStandardFaction(oTaproomvic032, 4); ChangeToStandardFaction(oTaproomvic033, 4); AssignCommand(oCalo031, PlayAnimation(118, 1.0, 0.0)); // DP note: This is ANIMATION_FIREFORGET_THROW_LOW DelayCommand(0.6, PlaySound("cs_grentoss")); DelayCommand(1.2, ActionResumeConversation()); } Then k_ptar_gren: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); AssignCommand(oTaproomvic031, ActionEquipMostDamagingRanged(OBJECT_INVALID)); DelayCommand(0.2, AssignCommand(oTaproomvic032, ActionEquipMostDamagingRanged(OBJECT_INVALID))); DelayCommand(0.5, AssignCommand(oTaproomvic033, ActionEquipMostDamagingRanged(OBJECT_INVALID))); ActionPauseConversation(); DelayCommand(0.8, ActionResumeConversation()); DelayCommand(0.90000004, PlaySound("cb_gr_boncehard1")); } Then k_ptar_gren2: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); ActionPauseConversation(); CreateItemOnFloor(string1, location1, 0); DelayCommand(0.8, ActionResumeConversation()); } Then k_ptar_flash: void main() { object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oFlash_gren = GetObjectByTag("flash_gren", 0); location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oCalo031 = GetObjectByTag("calo031", 0); object object12 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); ActionPauseConversation(); DelayCommand(0.5, PlaySound("cs_grenbeep")); DelayCommand(1.0, ApplyEffectAtLocation(0, EffectVisualEffect(3011, 0), location1, 0.0)); // DP note: this is VFX_FNF_GRENADE_ION DelayCommand(0.1, AssignCommand(oCalo031, ActionEquipItem(object12, 5, 0))); DelayCommand(1.2, DestroyObject(oFlash_gren, 0.0, 0, 0.0)); DelayCommand(1.2, ActionResumeConversation()); DelayCommand(1.2, AssignCommand(oTaproomvic032, PlaySound("n_swoopgang_hit1"))); } Then k_ptar_kill: void main() { object oInvis_sound1 = GetObjectByTag("invis_sound1", 0); object oInvis_sound2 = GetObjectByTag("invis_sound2", 0); object oInvis_sound3 = GetObjectByTag("invis_sound3", 0); object oCalo031 = GetObjectByTag("calo031", 0); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); location location1 = GetLocation(GetObjectByTag("tar03_wpvic0", 0)); location location3 = GetLocation(GetObjectByTag("tar03_wpvic1", 0)); location location5 = GetLocation(GetObjectByTag("tar03_wpvic2", 0)); object object18 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); sub1(10.0); DestroyObject(oTaproomvic031, 0.0, 1, 0.0); DestroyObject(oTaproomvic032, 0.0, 1, 0.0); DestroyObject(oTaproomvic033, 0.0, 1, 0.0); DelayCommand(1.0, AssignCommand(oCalo031, ActionEquipItem(object18, 5, 0))); DelayCommand(0.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(1.0, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.8, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(2.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.7, AssignCommand(oInvis_sound1, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.9, AssignCommand(oInvis_sound2, PlaySound("n_rodian_hit1"))); DelayCommand(3.3, AssignCommand(oInvis_sound3, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.0, sub2(1, "bp_dead3", location1)); DelayCommand(2.5, sub2(1, "bp_dead1", location3)); DelayCommand(3.0, sub2(1, "bp_dead2", location5)); } Then k_ptar_caloex which I can't decompile, but I gather is him walking out of the bar.
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Blog #79 - What if Griff succeeded?
DarthParametric commented on Sith Holocron's blog entry in Sith Holocron's Blog
Does it translate to "Space Monkey Piss"? -
I remembered that there's that banter between Mission and Bastila where Mission gets forced prone. Checking the dialogue file, the script used is k_swg_bantforce: ///Bastila trips Mission with a Force power void main() { AssignCommand(GetObjectByTag("Mission"),PlayAnimation(ANIMATION_LOOPING_PRONE)); ActionPauseConversation(); ActionWait(2.0); ActionResumeConversation(); } So using some variant of that might work for your escape scene. Of course another issue is probably the VO. I imagine you'd need additional lines for Selven, which presumably means having to completely replace her existing dialogue, as I can't image you could match it with someone else.
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Ah, well I guess that is another bug for bead-v to fix in his spare time then. Although I thought there was also something added to KOTORMax to deal with it as well.
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Make sure you are using the 1.0.4 beta version from a few posts up. I'm not sure if it is in older versions.
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I'd say you have some model issues there. 40K polys seems a tad excessive. I'm not sure exactly what is going on, but decompiling the binary gives an ASCII of 6.6MB vs 2.5MB for the original. The poly/vert/edge counts seem to be the same, so maybe it is blowing out tex vert number or something. The new ASCII is 215K lines vs 75K for the original. Your keys are bezier, which may be the source of the animation problem. Try converting them to linear before exporting. I thought @bead-v had added some toggle or global switch for that after I complained about it. Edit: Ah, there's a toggle in MDLEdit. In the settings, convert bezier controllers to linear.
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Yeah you could do something like a stun/concussion grenade, although I don't think K1 has that head shaking stun animation that TSL does. I guess you could just knock everyone prone, although I'm unsure on the scriptability of that. K1 has a lot more limitations than TSL. Someone more knowledgeable than me would have to chime in.
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All the points covered what is required to produce what I supplied in the linked archive, a TSLPatcher setup that will install the appearance change in a compatible manner. You can continue to tweak things like the texture after the fact, since no setup changes are required for an updated texture beyond overwriting the original one in the tslpatchdata folder. If you want more advanced elements, like scripts and so forth, that's a whole other thing, as I mentioned in my first post. It would require additional setup steps, and may warrant switching to module injection (i.e. a MOD file) rather than just dumping everything in the Override.