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Everything posted by DarthParametric
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The animation should actually be pretty straight forward. I'd put all the rings as child of a null/dummy. You can use that to control the height, as per the original animation. Then each ring just needs a rotation on one axis. Each ring should be rotating on a different axis. The real trick is getting a smooth continuous loop. I know Max tends to get a bit derpy trying to do that with linear keys. As to the video, you'd set up a DLG that has an animated camera that rotates around the map and a script that starts the map animation so that everything is synced. Then in a video editor you'd just crossfade between each clip. Honestly that should be the easiest part of the whole operation. Edit - As an example: Although I noticed that compiling the model and then importing it into Blender the animation didn't quite loop smoothly like it does in Max. You'd need to test it out in-game to see what it looks like there I guess. Also this is not the gimbal style of animation where each successive ring is a child of the former. You can do that if you prefer, although the current starting positions would need to be altered in order to get all three rings in gimbal lock. rings_temp-kotormax.mdl.ascii Edit 2 - And if you want a gimbal style version: rings_temp-GIMBAL_VERSION-kotormax.mdl.ascii
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If you want to try your hand at animation, I was thinking the other day you could maybe swap out the ball for a set of rings, kind of like a gimbal:
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I think the addition of the extra "feet" is good enough. You don't want it getting too noisy. It's not exactly the focus of attention anyway.
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I think the central base piece could use more subdivisions. It's not running on a circa-2000 pocket calculator any more, you can budget more than a handful of tris for it.
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HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Yes, you need to change the Race column. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Extract the attached into your Override (it's a renamed copy of the vanilla 47 model), edit the 50 and 51 rows to point to that model instead (P_HK50) and restore the original racetex values. TSL_HK-50.7z -
That's an appearance.2da edit. Presumably it's the clothing (B) body, but I've never used the mod myself so I couldn't say for certain. But you'd need to copy the model and texture references for those into the equivalent cells for your target's appearance row.
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HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Same appearance.2da texture override problem presumably. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Nah I checked the original TSL HK model and there aren't any Mesh01self-illum keys for the Disabled anim. But sure, if the mesh name doesn't match the original then it won't work regardless. But that would also break the talk animation as well. If his eyes don't flash while talking then you'll know that's the case. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Hrm, looks like the disabled anim doesn't turn off the self-illum for the eye meshes. Something for K2CP I guess. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
MDLEdit is extremely finnicky about how things are done and will complain about it, even if they technically work. MDLOps, on the other hand, will just plow straight through without batting an eyelid. If it's just the anims themselves that are causing problems, it's easy enough to just delete them from the ASCII. Select everything from the first newanim down to the end of the last doneanim line (just before the donemodel row) and hit delete. Save and recompile. All the anims will get pulled from the supermodel. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
The Disabled one is the main one that you'll notice missing. It's what is used when he is standing still in the closet before you get all his parts and activate him. To fix it, download and extract the attached, putting it in the same location as the ASCII. Open the ASCII in a text editor (Notepad++, etc.) and find the line near the top that says setsupermodel P_HK47 NULL and change that to setsupermodel P_HK47 S_HK47 Save it and recompile the model. Put all four MDL/MDX files in your Override. TSL_HK_Supermodel.7z -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
You aren't using the right version. Use the one I linked to, it's the most recent. And you don't need to load the model in MDLEdit. Just choose File -> Batch -> Convert to ASCII. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Against the rules without the author's permission. -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
Define "uncooperative". -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
You're using an outdated version (presumably 0.5/0.7). Use v1.0+ or MDLEdit and it will work fine. https://github.com/ndixUR/mdlops/releases/tag/v1.0.2 https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932 -
HK-47 Overhaul Mod, TSL Conversion?
DarthParametric replied to Natural Law's topic in Work In Progress
That has nothing to do with the model. It's due to the textures being overriden by appearance.2da. Odyssey has no problem dealing with multiple texture assignments per model. Half vanilla game content works that way. -
All Hands on Deck for the Leviathan Prison Break
DarthParametric commented on DarthParametric's file in Mods
None. But you can edit the UTCs in the tslpatchdata folder yourself to add them. Note, however, that would only affect the stunt party members inside the party jail cell. If you choose Mission or Jolee as the jail breaker they would still end up naked, at least without some additional script work. Canderous as well, but he has his gear stored right next to his start point. -
View File All Hands on Deck for the Leviathan Prison Break This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. Submitter DarthParametric Submitted 06/12/2022 Category Mods K1R Compatible No
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Version 1.0.0
1,341 downloads
This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. -
The earlier version will just fall through to the supermodel's anims, the same as all the player heads use. The anims on the newer one are what the vanilla Bastila head uses, but I guess the changes to the mesh and/or weights resulted in some undesirable behaviour. No doubt that's why Tempust dropped them in the first place.
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