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Everything posted by DarthParametric
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I just checked and everything you need is in the Object Properties of the OdysseyBase of the model as I suggested above, the same as KMax. How you go about adding new anims though is something I can't help with, since I don't use Blender. I've already done the first. You can have a look at what I did with that if you want to expand on the idea - https://deadlystream.com/files/file/1736-movie-style-holograms-for-twisted-rancor-trio-puzzle/ The second one isn't really going to work. Since this involves the player, the only practical way to do it would be with a stunt animation, but those are fixed position (i.e. they are animated in the position you want them within the module the scene occurs in). Since you can pick up a Gizka anywhere inside the Hawk or on Yavin Station, it would be pretty jarring. The last one would need to be a stunt animation for the player at least, but in this case it would be fine since the scene takes place in a specific fixed position. Lynn herself could either use a stunt animation or the substitution trick, since she's a unique NPC you only see in that scene. The scripted call of animations does indeed use limited hardcoded values. In K1 it is the anims listed in nwscript.nss, which is only a subset of the available anims in the game. However in TSL you can call any anim via its animations.2da row ID. This makes animating cutscenes via scripting difficult in K1.
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In KMax animations are defined in the model base, I would assume KBlender follows the same approach. That includes the name, length/keyframe range, SFX, supermodel, animation scale, etc. The Gizka hopping anim is just a standard walkcycle, so it doesn't move anywhere. Physical movement within the game is handled by scripted move commands. Before you go further, you should probably outline what exactly it is you're hoping to achieve. Chances are you're going to have to curb your ambitions, because what you can do with animations in either game is extremely limited. You can't add new general purpose animations (i.e. combat, conversation, etc.), only replace existing ones. There is some wiggle room within the existing framework, depending on the circumstances, substituting certain animations for others. For example, using the dance animation "slot" for something else. The only real true freedom you have is with stunt animations, but those are only used during cutscenes/conversations.
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Changing the background music is scriptable. Turning it on, off, switching to a different track. You should be able to add animations in Blender, but I don't use it so I can't really tell you much about it. You'd be better off quizzing @seedhartha about it directly, assuming the readme doesn't cover it.
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To your first question, you can use the cheat console to warp to any module, but certain mods might require specific circumstances regarding plot states/variables. There are some saves available in the download section that may prove useful for such cases. However, a critical factor is that certain game states, notably anything in the GIT, are stored in a save the first time you enter an area, so ideally for testing purposes you will want a save right before entering every module for the first time. It's rare that a single mod would require a full playthrough to test, unless it is an extremely large mod like a total conversion or other similarly expansive project (for example, K1CP or TSLRCM). But assuming you don't have appropriate saves to hand, then you could conceivably have to play a decent chunk of the game in order to test everything. You can often fudge what you need though by editing saves with KSE and/or manually via KGFF (e.g. changing globals, editing GITs, etc.). Regarding Blender, that's only a relatively recent development for KOTOR modding, so you won't find a lot of specific information about it. But what I can tell you is that with the advent of seedhartha's fork of KBlender you won't need MDLEdit or MDLOps, as it now imports and exports binary models directly. The ASCII workflow is only needed when using Max/GMax. Binary models go in the Override folder. Use SithCodec to strip fake headers or add them from/to audio. The underlying format is either an MP3 with a fake WAV header, a WAV with a fake MP3 header, or just an non-obscured WAV. Which it is depends on what specific type of audio it is (VO, music, SFX, etc.). As to the format, just take a vanilla example and copy whatever that is. As a general rule you don't edit the TLK exactly. TSLPatcher can only append new lines, it can't edit existing ones, so there's no practical method to distribute mods that edit the vanilla TLK lines without a hard overwrite of the TLK. If you want to know how to append, read TSLPatcher's included readme PDF which explains the process (and how to use it for all other major mod installation functions). Where audio goes depends on the type (and which game). VO goes in streamwaves (K1) / StreamVoice (TSL) in a sub-folder for the specific DLG inside the sub-folder for that module, except for global lines. Music goes in streammusic and SFX in streamsounds. LIP files are generated using the CSLU Toolkit and LipSync Editor. As to the how, here's an overview of the process. It doesn't work so hot for alien gobbledygook though. If you are talking about TSL's alignment gain stings, those are hardcoded. There was a mod released just the other day that tries to emulate that functionality for K1 - https://deadlystream.com/files/file/1956-k1-alignment-fancy-bits/
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They don't have to be, no. It was just less work not having to deal with adding heads.2da stuff for single UTCs. The Kel Dor and Nautolan male have new soundsets that I created from TOR audio. They also have VO for their ambient dialogue also created from TOR audio. The Rodian just uses vanilla KOTOR audio, with a custom named VO line that is just a renamed vanilla global line. The Nautolan female just uses one of the the vanilla female soundsets. TOR has about 300 separate lines each for the Nautolan and Kel Dor, with additional duplicate sets for high/low/medium pitch. There's no way I am sifting through all that lot to categorise them, but if someone else wants to take a crack it I can pass along the extracted audio files for them to play with. Since the source is WWise audio, they just have numeric strings, no sensible naming schemes. I think that the numerical order is probably the same for every set though, so if someone can create a spreadsheet of what each file is roughly supposed to be, it would be easy to create a batch renaming script that can be used for every available race.
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Yeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version). The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs). I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?
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Using KOTOR Tool to modify dialogue?
DarthParametric replied to LordCybot's topic in General Kotor/TSL Modding
Use DLGEditor. Don't use KTool. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
I was playing with Nautolans for the Jedi on the Star Forge mod and they have a lot of bad deformation during combat animations due to their lekku draping over the back. The skin weights are split between head, neck, upper torso, and torso, so during anims with a lot of differential twisting between head and torso they end up getting mangled. From past experience, the player in TSL getting up off the floor in Peragus is also another case that causes extremely bad deformation. In TOR, their lekku (also for Twi'leks) are primarily driven by physics, so they don't have those sorts of problem. But the general principle I was thinking about could also be applied to other similar objects. Capes, long hair, tails, etc. Obviously Odyssey can't handle real-time physics, but I figured it might be possible to set up and run a physics sim inside something like Blender (Max? Unreal Engine?) and then bake that out to an actual animation. Some quick Googling suggested that the baking is feasible in Blender. So my idea was port a TOR model to the KOTOR rig, add in the extra physics bones it has from TOR, apply the standard supermodel anims to the Odyssey bones and let the physics sim generate appropriate movement for the lekku or cape or whatever. Then bake out everything to a new set of anims that combines both. It wouldn't be a one size fits all obviously. You mentioned Selkath, those would require their own rig/physics setup, Nautolans would require their own, etc. So it wouldn't be something anyone would want to do more than once or twice I'm guessing. It was just something I was musing over as I was looking at some video of the fight cutscenes and cringing at the deformation, so I'm not expecting you or anyone else to undertake it. Mostly I was just wondering if the idea had any merit. -
View File Jedi Diversity on the Star Forge This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR. Installation: Run INSTALL.exe. It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes). Just be sure to install that first. Warning: This mod requires that at least one of the following mods be installed in order to function: JC's Fashion Line I: Cloaked Jedi Robes for K1 JC's Fashion Line I: Cloaked Hybrid Robes for K1 JC's Fashion Line I: Cloaked Party Robes for K1 This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work. To Do List: The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update. Credits/Acknowledgements: Thanks to @JCarter426 for the cloaked robes modder's resource. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for TGA2TPC. Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource. Nautolan, Kel Dor, and Rodian head models ported from The Old Republic MMO. Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script. Submitter DarthParametric Submitted 01/02/2022 Category Mods K1R Compatible Yes
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
So since you've turned up again @Alvar007, I had an idle thought while playing around with some TOR models that I figured I'd run past you. How practical do you think it would be to create a rig with added bones for flappy bits - for example capes, lekku, etc. - and then use a physics sim to generate motion for those bits over the top of the existing vanilla animations for the rest of the body, baking the generated solutions out to additional keyframes for the added flappy bits bones? Obviously it would require a lot of manual cleanup to get smooth looping and cross-anim transitions, but assuming it was feasible it seems like it could take out a decent chunk of the donkey work out of extending all the combat, etc. anims for models that aren't wholly catered to by the vanilla rigs. -
Version 1.0.0
2,025 downloads
This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR. Installation: Run INSTALL.exe. It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes). Just be sure to install that first. Warning: This mod requires that at least one of the following mods be installed in order to function: JC's Fashion Line I: Cloaked Jedi Robes for K1 JC's Fashion Line I: Cloaked Hybrid Robes for K1 JC's Fashion Line I: Cloaked Party Robes for K1 This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work. To Do List: The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update. Credits/Acknowledgements: Thanks to @JCarter426 for the cloaked robes modder's resource. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for TGA2TPC. Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource. Nautolan, Kel Dor, and Rodian head models ported from The Old Republic MMO. Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script. -
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It swaps out the integrated blaster for a reference so that the different droid texture variants don't also apply their texture to the blaster. I assume the one in JC's mod is probably taken from K1CP (since I was the one that created the fix for that), but I don't recall off the top of my head. Check the included readme, if there is one.
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View File K1 Party Herding Armband A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled). Submitter DarthParametric Submitted 12/31/2021 Category Mods K1R Compatible Yes
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Version 1.0.0
340 downloads
A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).- 1 comment
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MOD:Dark Side Ending Cutscene Enhancement
DarthParametric replied to DarthParametric's topic in Mod Releases
It should apply to any resolution above 640x480, since those are the hardcoded values (the offsets listed above) in the hack they use to play the last movie and the credits in sequence with no pause between them. But note this is only when hex editing the exe to change the hard coded movie resolutions, something that typically you only do for widescreen.