DarthParametric

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Everything posted by DarthParametric

  1. Is that a limitation of Blender or just because of dealing with Odyssey models? I stumbled across this - https://github.com/Naxela/The_Lightmapper - although it seems heavily focused on creating lightmap UVs, which isn't my primary concern. As terrible as the vanilla lightmap UVs are, I'd prefer not to have to replace hundreds of room models.
  2. Is there a way to batch lightmap an entire level in one go? The described process of doing each individual mesh one at a time is not particularly practical given the sheer volume of meshes in an average level.
  3. It's not accounted for in the current version, but I have plans for an update that will add a starting cutscene for Canderous when he is the chosen jail breaker (since he's the only one that lacks one), and in that he will automatically re-equip his gear, just like now happens for the PC (and Bastila/Carth) at the end of the escape. I'm still working on the stunt animation at the moment. I may have to add an additional sequence to the end because the collision around the beds is too excessive to allow regular scripted anims to work as intended (a character can't get close enough to the bed). Either that or I need to adjust the walkmesh. I'm taking a break from it for a while to work on some K1CP additions, but here's a couple of snapshots of the WIP:
  4. The vanilla game setup is as follows. The exit node of the pre-Leviathan cutscene on the Hawk starts the Prison Block module with a waypoint in the torture room as the custom destination. When loading that module, the player is inside a trigger, which has the escape setup script as its OnEnter. This script spawns a force cage on top of the player, then gives the player a safety jump back to the waypoint in case they got displaced by the cage it seems. The end of that script starts the cutscene of the three troopers discussing the chosen jail breaker. Later on, when the jail breaker opens the doors and control is switched back to the player character, the PC is spawned at the destination waypoint near the door, where they were supposed to run to from their cage (like Bastila and Carth do). During the development of the mod, I moved the PC's starting point back inside their force cage and quickly discovered a collision problem. It seems that placeables that are spawned via script do not rotate the PWK to match the rotation of the parent placeable. Which is a pretty big problem if the PWK is non-symmetrical. It appears that Bioware, rather than fixing the underlying issue, just didn't bother putting the player back in their cage. After a lot of messing about, I ended up adding the player's cage to the GIT, so the initial setup script was changed to remove the (now unnecessary) spawning of the cage. I didn't encounter any errors with the player not starting the module correctly, so I'm not exactly sure what the vanilla setup was in aid of. Maybe it was some issue on the Xbox that forced that approach, or maybe it was a legacy of the original boarding sequence scene that was cut. Although either way I still see no reason to have spawned the cage via script. The vanilla script cannot be decompiled by DeNCS, but you can have a look at k_plev_escsetup_ATTEMPTED_RECONSTRUCTION.nss in the SOURCE folder for my interpretation of it based on the bytecode. What I probably should have done is just nixed the trigger setup altogether and moved everything into the module OnEnter. But by the time I actually figured out what the hell was going on under the hood with the spawned placeable I had been working on the mod for 3 or 4 weeks and was kind of sick of the whole thing and just wanted to get it out the door. Plus more radical changes would potentially raise additional potential compatibility issues. At some nebulous point in the future I may add my own boarding sequence, at which point I would definitely rework the entire initial setup. And yes, if you are using anything from K1R then it's likely got a whole bunch of incompatibilities.
  5. You should only install mods that do hard overwrites before the Community Patch. Judging by that mod's description, it just dumps stuff in the Override, so yes, install it first.
  6. 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
  7. 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:
  8. 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.
  9. 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.
  10. It's a known issue. There are some incorrect weights on that arm.
  11. 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
  12. 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.
  13. Same appearance.2da texture override problem presumably.
  14. 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.
  15. Hrm, looks like the disabled anim doesn't turn off the self-illum for the eye meshes. Something for K2CP I guess.
  16. 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.
  17. 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
  18. 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.
  19. Against the rules without the author's permission.
  20. 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
  21. 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.
  22. 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.
  23. 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