DarthParametric

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Everything posted by DarthParametric

  1. It seems inconsistent with what meshes cause issues. I noticed this when I was playing around with a rehash of the Admiralty mod. My version of Carth's head didn't have any problems with the eyeball or eyelid meshes, yet Cede's head did: Looking at each of the models, there is no immediately discernible difference in their eyeball or eyelid meshes. The back of the hat when looking front-on is the same. Not really visible through Carth's melon, but visible through Cede's. In both cases I lopped the tops of their heads under the hat completely off.
  2. I tried it with the kolto tanks and the game didn't use the lightmaps when they were placeables. They were pulled out of the same room model so I just kept the existing lightmaps they already had with some tweaks to the lightmap UVs (which is what they used when I ended up integrating them into the room model).
  3. Any modelling program can do the actual modelling, but for the game setup and export you are mostly limited to Max/GMax, although work is continuing on Blender support (I'm not sure if the currently available scripts for it extend to level model support). Edit: Revised the water lilies. I'm much happier with this version, and they are far more efficient geometry-wise to boot. I changed the water texture, but it still seems too transparent, despite lowering the opacity from the vanilla version. I'll have to tweak that. I also need to figure out the level model issues I encountered so I can go that route rather than using placeables. They really need to be lightmapped.
  4. TSL's ponds are meant to be overgrown and stagnant. They are kind of brownish. My water is basically clear at the moment, as I am currently just using one of the vanilla water textures, but I intend to make it darker (although not to the extent in TSL). There are a couple of ways to go about this sort of thing. Typically you'd edit the level model, although when I tried that I got some errors that I need to chase down the cause of. For now, I'm just adding them as placeables. KTool is one of many tools involved in the process, but it's not the primary tool, no.
  5. No, and that would do nothing anyway. UVs simply map the geometry to 2D space. Even if you remove the texture, the physical geometry is still there. You need the mouthbox, otherwise you'll just have a giant hole when they open their mouths.
  6. They are using the Predator and Prey factions so they attack each other without attacking anyone else.
  7. The most extreme approach would be to excise as much extraneous geometry as possible, likely requiring changes to how some meshes. like eyes, are animated. The mouthbox would probably still be an issue though. While you could alter it to be smaller, you can't get rid of it altogether.
  8. I've been spending a bit of time in K1's Jedi Enclave of late. Running back and forth around the landing pad and inner courtyard reminded me of how much I hated those empty troughs, and how much better TSL's overgrown ponds looked by comparison. I figured I'd try and spruce up the K1 version a bit to create a bit more visual continuity between the two games. I've got some basic ponds set up: But I'm not super happy how they turned out. I'm going to redo the water lilies, taking a different approach (the way I did it seemed like a good idea at the time, but was kind of stupid). I need to darken the water texture a tad, and tone down the UV jitter. It's a bit too animated at the moment for what should be fairly still water. After that I figured I'd add a few vertical elements. Some reeds, maybe some water lily flowers. Possibly some water fountain VFX? Once the ponds are done, I thought a little bit of extra shrubbery here and there wouldn't go astray. I'm open to suggestions for other improvements.
  9. You can get the co-ords of any actual lights, sure. For 504OND: SunAurora -533.71211 279.90932 234.846 AuroraLight01 -533.71211 359.2618 559.90398 Seems like AuroraLight01 is the actual sun.
  10. Looks to me like the light bake is too uniform. Given the sun position in the scene, the building should be fully lit on the left and in shadow on the right (as you look at the pic).
  11. Interesting. The NotReorienting flag is not exposed in KTools K1 UTC editor, only TSL.
  12. Yeah there's nothing in the UTC that does it, not that I can see at any rate. I was sure I had seen non-interactive NPCs in the game with no UI elements, but maybe it was only in TSL. If it wasn't combat-related I could just cheat it by making them a placeable, but that's not really practical for sparring. The Doesn't Reorient thing would be useful for some of the others at least. How would I go about incorporating that?
  13. So poking through nwscript.nss I found this: // 708: SetNPCSelectability void SetNPCSelectability(int nNPC, int nSelectability);Does this (as I hope) disable clicking on the NPC? I am trying to kill the selection circle and health bar showing on some NPCs but haven't found any obvious method to do so. If so, what script would this be best incorporated into?
  14. That's why it's an optional extra. Don't use it if you don't like it.
  15. While I am waiting to see if bead-v can resolve the issue with the VFX, I decided to put together an optional extra. Seeing as Malak asks you if you recognise the captured Jedi, I figured it would make sense to add them as background NPCs on Dantooine. The first group I added having a sparring session in the landing bay: Thanks to Kexikus for helping out with the scripts. I still need to figure out how to make the two that are fighting non-selectable though. I removed their names, but they still have health bars and a selection circle on mouseover (or when closest to the camera). I figured I would spawn the remaining ones in the outside courtyard, where you meet Nemo. There are a couple of groups of settlers that could each have a Jedi attached to them.
  16. By default Max sets all new materials to have a mid-grey diffuse. If you don't change that before exporting, and don't enable the override in the trimesh settings, then KOTORMax will set the override at the material's current setting.
  17. Have you tried moving the walkmesh into the dummy? Everything else looks fine, aside from your mat override values, which are set at mid-grey. Change those to white. Edit: Also you have self-illum set at max. That could just be overblowing everything. Set that to black.
  18. Cheers, I'll give that a whirl. I'll try the fighters with just default scripts and see what the faction setting does. I did try to see how they did the sparring sequence with Bastila in the training montage on Dantooine, but in the relevant DLG I could only see scripts that equipped and unequipped the swords, not anything that actually controlled the animations of the cutscene. Edit: That all seems to work. Thanks again. Now I just need to make some adjustments to positioning and facing, and turn off the labels on the fighters (getting rid of the names is easy enough, but the health bars seem problematic).
  19. So I should take default heartbeat template, which appears to be k_def_heartbt01: void main() { ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_HEARTBEAT); } and add the command to that? And what would that consist of? I gather I need to include something along the lines of AssignCommand(GetObjectByTag("CREATURE_TAG"), ActionPlayAnimation(######, 1.0, -1.0f));
  20. I want to place a background NPC in a module in K1 and have it stand in place performing a single looping animation. I gather I'll need to make a custom appearance with a model that uses a renamed version of the animation I want, so I can call it via script with the limited constants available. That part is fine. The question is how to get it to play the animation? Do I add that to the creature's OnSpawn script? I also have a couple of other NPCs that I want to fight each other in the background. From poking through other threads it seems like the easiest solution is to set their factions to Predator and Prey and enable the Min 1 HP flag. What about OnSpawn and other scripts for them? Do they need any? Generic ones?
  21. Please don't quote entire walls of text for no reason. It's really obnoxious. It just makes the thread difficult to navigate. Once again, you say you have a problem, but you don't provide specifics. What's the file? I assume either lev40_droid17a.dlg or lev40_droid17b.dlg. What entry number/s? You can't change the text because it is using standard lines from dialog.tlk. You should use tk102's DLGEditor instead. It is much more full-featured. http://www.starwarsknights.com/mtools/dlgeditor_232.zip
  22. They require a completely different mod. It's in the works, as per the original request thread
  23. I've struck an issue with the Star Forge Jedi captive placeables I have been working on. I tried just recompiling the vanilla version to see if that worked, but it has the same issue as well, so presumably this is something caused by either MDLEdit or KOTORMax. Specifically, one of the VFX nodes appears to fly off into space at the end of the animation. Here's the recompiled vanilla placeable in-game: You can see the VFX around the left wrist is working as intended, but the one on the right wrist goes walkabout. And here is the MDLEdit decompile of the vanilla binary, along with my imported and exported from KOTORMax version of the same model (untouched except to rename the base): https://www.darthparametric.com/files/kotor/misc/K1_Jedi_Captive_Placeable.7z While I'm posting issues, I've struck two crash bugs in KOTORMax. One is when loading models via a layout file. The other is when loading a model with an ASCII walkmesh. I'll see about getting some more specific details for those when I get the chance. Edit: Pics of the walkmesh crash Edit 2: I realise now the level model crash is (again) user-error. The same thing I did during beta testing. Mind like a sieve. The correct suffix filter should be "-mdledit" for decompiled ASCIIs exported by MDLEdit. Maybe you need to put a mouseover hint or something on that, or at least get it to ignore someone putting in ".mdl.ascii". Edit 3: Got another issue. Trying to edit the K1 Dantooine Jedi Enclave level models is causing the grass meshes to go crazy. Video: And here are some model samples. This is just a straight decompile, import/export via KOTORMax, recompile. Nothing touched. Didn't bother putting everything in dummies. Tried that previously but the same thing happened. https://www.darthparametric.com/files/kotor/misc/K1_Dant_m13aa_01a.7z Edit 4: Another thing to add to your to-do list. KOTORMax is (again? stll?) exporting VFX nodes with the Detonate 0 line, which causes crashes on XP (and I think maybe Mac as well?).
  24. Non-party members don't have any appearance.2da entries for model J. I would assume that is the cause of your issue. You'll need to add in PFBJM/PMBJM as appropriate.