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Everything posted by DarthParametric
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Not sure if you got this one or not (I didn't turn up anything in a search): 40047 - "Take an old man's advice, Yuthura. I know the Jedi aren't as perfect as they think they are, but they're way is a lot better than the way of the Sith." Should be their. -
Exactly what it sounds like. Batch does the operation on a group of selected files. The other option is for a single file.
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Whoops, syntax error on my part. The If statements have their closing brackets in the wrong place. The example I posted above should be: if (GetSkillRank(SKILL_COMPUTER_USE, GetFirstPC()) > 0) { CreateItemOnObject(COMP_PART,oLocker, 2); }
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- 102 comments
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Try changing the check to: if (GetSkillRank(SKILL_COMPUTER_USE, GetFirstPC())) > 0 { CreateItemOnObject(COMP_PART,oLocker, 2); } I would assume that inherently the GetHasSkill check should already be checking for a skill rank greater than zero, but perhaps not. I'm pretty sure I suggested this already the last time this came up.
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
No, it's not an include. I meant that if you were distributing a mod, you'd have to include K1CP's k_pend_cut02.ncs as well because of the changes I listed above. If you are just making something for your own use and already have K1CP installed then you don't need to do anything. Although I would advise in future not using content from MODs as a basis. Extract the RIMs instead. Start with the vanilla content, then check if something like K1CP modifies it afterwards. Not necessarily. Modifying the UTC is certainly one route, but you can also just give him items/equip them via script. Remember that modification of assets that are already stored in the save file (i.e. GIT, spawned NPCs, triggers, etc.) will require restarting the module over again. Scripting is therefore very useful for testing at least, even if you want to end up editing a UTC, etc. -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
Looks like you are using the K1CP modified version there @ebmar. The vanilla script has a slightly different case 10 that introduces a slight hiccup in Bandon's walk forwards. You should use the K1CP version as a basis, I'm just clarifying the situation. Edit: However, you must use this in conjunction with K1CP's k_pend_cut02, or you will end up with a soft-lock that prevents the cutscene from proceeding. -
Includes are source-only. They don't need to be compiled (and the compiler is hard coded to skip them). Their content is pulled into the compiled script as needed.
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Putting commonly/repeatedly used functions into includes makes for less work. Rather than add it directly to the script you are working on, you can just call it via a linked include. You can see the difference in size this can make for even a very simple script when you compare what DeNCS spits out vs the cleaned up version I posted above. Albeit the Bioware compiler adds a bunch of unnecessary guff not actually used in the script. This is why I said above that eventually you'll start to recognise commonly functions. Take a look at sub3 for example. As soon as you spot those cascading GiveXPToCreature calls, you know that's UT_SetPlotBooleanFlag from k_inc_utility, one of the most commonly used functions you'll encounter. So as you comb through those functions and ID them, you can start to change the function names, remove the superfluous function blocks, and rely on linking the relevant include/s.
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It does. That's what the giant list of variables and functions is. Calling stuff externally via includes is just for the source to make it easier to parse. When the script is compiled, all those functions are pulled into the NCS.
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It's possible that the NWVault has a totally legal copy of it in their "NWN University"....
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NWScript is C-like - https://en.wikipedia.org/wiki/NWScript#Syntax As to my scripting abilities, they are fairly meagre, but enough to brute force a solution most of the time. To my own regret, I avoided scripting for most of the time I have been modding. I dabbled on the odd occasion when scripting was the only solution, but typically relied heavily on outside assistance for even the most basic of tasks. It wasn't until I got involved with K1CP that I really started to wrap my head around how scripting works. Almost entirely out of necessity, since probably 80-90% of the content is partially or entirely script-based. I owe a lot to JCarter426 for shepherding me along and answering all my noobish questions along the way. You could say I now know enough to be dangerous. The best way to wrap your head around things is to just look at vanilla scripts and examine how and why they do what they do to achieve their desired outcome. Obviously only global scripts have original source available, and most of those aren't commented particularly well, so initially it can be a bit overwhelming when looking at decompiled module scripts. But eventually you'll start to recognise familiar Include functions and drill down to the meat of a given script. And K1CP has all its source available to peruse, so it's worth having a look at some of those to see how we went about fixing things.
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From the Endar Spire's Include - k_inc_end.
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If you want to gate via a specific skill rank, then you need to check for that instead: // 315: Get the number of ranks that oTarget has in nSkill. // - nSkill: SKILL_* // - oTarget // * Returns -1 if oTarget doesn't have nSkill. // * Returns 0 if nSkill is untrained. int GetSkillRank(int nSkill, object oTarget=OBJECT_SELF); By the way, your script is bloated because of the Include guff. The cleaned up original script is: #include "k_inc_end" void main() { if (GetIsPC(GetEnteringObject())) { if (HasNeverTriggered()) { SetGlobalFadeOut(); PlayMovie("01A"); SetReturnStrref(FALSE, 32228, 0); //String 32228 is "Return To Hideout". Should instead be 38550, "Transit Disabled". SetGlobalNumber("K_CURRENT_PLANET", 5); SpawnStartingEquipment(); SetGlobalFadeOut(); SetGlobalFadeIn(3.0, 1.5); DelayCommand(0.1, AssignCommand(GetTrask(), ActionStartConversation(GetFirstPC(), "m01aa_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE))); SetMinOneHP(GetFirstPC(), TRUE); } } } You just want to replace the SpawnStartingEquipment function with your own custom one, but presumably the rest can be pulled from the Includes at compile. However, K1CP made some minor adjustments to the script to fix the player being visible before the first cutscene starts, so I would suggest using that version as a basis instead - https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/Source/k_pend_area01.nss
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I'd guess it was probably intended to be some sort of insectoid race.
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You don't need compresstexture or downsamplemax. Those aren't TXI semantics, they are for Bioware's internal image processor (i.e. their version of TGA2TPC).
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Help porting Sith Robe models
DarthParametric replied to EAF97's topic in Knights of the Old Republic General
Because the body texture columns in appearance.2da specify a variant base name, not a discreet texture name. The specific variant is specified by the UTI, or failing that it defaults to the 01 variant. -
KotOR remake official
DarthParametric replied to HK-47's topic in Knights of the Old Republic General
There is also the fact that John Cygan (Canderous) and Robin Sachs (Admiral Karath) are also both dead. -
Texture not applying to custom 3d model
DarthParametric replied to cicnos's topic in General Kotor/TSL Modding
For models like weapons, the texture needs to be specified in the model itself. I don't use Blender, so I don't know how KBlender handles this, but you can always edit the ASCII it exports manually in a text editor. You'll see a bitmap line amongst the various data for the mesh. For example: node trimesh BlstrPst02 parent w_BlstrPstl_003 position 0.0102975 0.131421 0.0833597 orientation 1.0 0.0 0.0 0.0 alpha 1.0 scale 1.0 selfillumcolor 0.0 0.0 0.0 diffuse 1.0 1.0 1.0 ambient 1.0 1.0 1.0 transparencyhint 0 animateuv 0 uvdirectionx 0.0 uvdirectiony 0.0 uvjitter 0.0 uvjitterspeed 0.0 lightmapped 0 rotatetexture 0 m_bIsBackgroundGeometry 0 shadow 0 beaming 0 render 1 dirt_enabled 0 dirt_texture 1 dirt_worldspace 1 hologram_donotdraw 0 tangentspace 0 inv_count 94 bitmap w_BlstrPstl_003 If your mesh doesn't have a texture assigned, it will say NULL. -
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Sounds like oldflash's movie saber mod: https://www.gamefront.com/games/knights-of-the-old-republic/file/movie-style-replacement-lightsaber-hilts
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Kel Dor Modder's Resource for TSL
DarthParametric commented on DarthParametric's file in Modder's Resources
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Kel Dor Modder's Resource for TSL
DarthParametric commented on DarthParametric's file in Modder's Resources
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You're using a model with PBR textures, metal-rough in this particular case (the other major type is spec-gloss). Odyssey pre-dates PBR usage by a decade or more. PBR attempts to approximate real world lighting and thus has no lighting data baked into the textures. Ye olde engines like Odyssey use Blinn-Phong, which is all faked and thus relies heavily on baking highlights and shadows into the diffuse map. It's not really practical to convert existing textures from one to the other. It's something that needs to be done at the authoring stage. Those texture outputs are from Substance Painter. I doubt they supplied the source files, but if they did it would be possible to edit it and export it with baked lighting. It does, but not like a modern engine. It's implementation is extremely anaemic and you're not going to see any real benefit from it, especially on something like a sword. That said, enabling it is done via TXI semantics, and it is tied heavily to envmap use (the envmap mask acting as a mask for the normal map as well).