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Everything posted by DarthParametric
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What super model is necessary to port weapons / Masks
DarthParametric replied to djh269's topic in General Kotor/TSL Modding
It shouldn't be. The model formats are slightly different between the games. A TSL model will crash K1. Perhaps it could be in K1 format, but I thought that also caused a crash (although you'd expect that they'd have the engine load both). Maybe newly compiled K1 models just work properly now in TSL? Not sure, never tried it. That's a question for @bead-v. -
What super model is necessary to port weapons / Masks
DarthParametric replied to djh269's topic in General Kotor/TSL Modding
Masks, blasters, vibroswords, etc. have never needed supermodels, even in the ye olde MDLOps days. Lightsabers used to require hijacking an existing binary saber model using the Replacer function, since MDLOps at that point couldn't write the proper saber model format. It had nothing to do with supermodels. But since the format is now mostly figured out and both MDLEdit and new MDLOps can read/write it properly, yes, all you need is just the ASCII files. Just be aware that the vanilla sabers (and some old saber mods) have an incorrect scale flag for the blade planes of the cyan saber (or in mods, sometimes other colours), which causes the "blade stuck on" bug. You'll need to manually edit the ASCII and switch the scale value to 0, just like in all the other saber models. -
What super model is necessary to port weapons / Masks
DarthParametric replied to djh269's topic in General Kotor/TSL Modding
None. Lightsabers only have a couple of inherent animations (blade extend/retract, throw) which are on each saber model. Masks and other weapons have no anims. All other combat animations are handled by the character models. Each model will tell you if it uses a supermodel. If the supermodel field in the OdysseyBase says NULL then it doesn't use one. -
This scenario wasn't about WIP threads, it was about request threads. It is entirely possible that someone could come along a couple of years down the track to suddenly fulfil a request out of the blue as new people looking to mod join (or if I get bored), especially with the abilities of tools increasing in recent years, opening doors that were previously closed.
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Any trace of the XBox Freecam in the PC version ?
DarthParametric replied to nadrino's topic in General Kotor/TSL Modding
There doesn't appear to be any equivalent in the PC EXE. -
Any trace of the XBox Freecam in the PC version ?
DarthParametric replied to nadrino's topic in General Kotor/TSL Modding
Yeah I had a look in TSL's Xbox TLK and didn't see it. You'd have to look through the XBE. There's no trace in K1's PC EXE. Although regardless I tried what I assume are the equivalent keystrokes on the feedback screen, to no avail. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
It shouldn't do either. It should look exactly like one of your earlier screenshots, i.e. you'll see straight through the torso to the other side because the back won't be rendered, since those faces are pointing away from the camera. You can see this occasionally with vanilla models, where there is some gap in the geometry, sometimes caused by incorrect weighting on adjoining verts, so it only happens during certain animations. You'll need to unwrap (UV map) it first. Then at the very least I'd suggest assigning a basic texture of the UV map to it to check everything is working in-game. To export it, the mesh will need to be a child of the OdysseyBase. It will need an OdysseyTrimesh modifier and a Skin modifier, although if all the verts of the original were weighted 100% to the upper torso bone you could alternatively make it a child of said bone and leave it as a static trimesh. -
Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
It doesn't hate them, it just doesn't render them by default. You should be able to "force 2-sided" in the object properties window (right click on the object, choose Properties). But as I said, the game will cull backfaces, so it's useful to see that in Max so that you don't miss a gap and have to come back and fix it later. That's probably viewport near plane clipping. See here for more info. Depending on how close you are trying to get, that might be an indication that you are working at the wrong unit scale. Shouldn't be, no, unless you have grid snapping enabled. -
Well in a request thread, if the OP isn't looking for a response, then either someone fulfilled the request, or nobody ever did. If someone fulfilled the request, but the link is dead (highly likely in old DS threads, since it nukes old attachments), then I think it is appropriate for someone to necro the thread and ask if anyone still has a copy rather than make a new thread. If nobody ever fulfilled the request, then it depends on the nature of the new posts. A bunch of "me too!" posts adds nothing and should be considered bumping. Anyone actively trying to fulfil the request by creating a new mod should be encouraged to do so, since fostering the creation of new content should be the primary goal of DS, but perhaps they could be gently mod/admin-assisted in migrating to a WIP thread instead. I guess the point is that there need to be some rules around "low effort" necroing, but I don't think that it should be banned outright. Blanket rules are tools of the lazy and can needlessly stifle discussion/creativity. It's really a kind of case-by-case situation.
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What matters is not the necroing of a thread as much as the reason/purpose behind it. If there's a thread about an unsolved bug or issue, and suddenly 3 years after the last post someone posts a solution, that's good content. However, if some numbnuts just starts randomly posting inane conversational posts in ancient threads that add nothing then that should be an infraction, akin to people bumping threads with multiple posts. Since this is often a habit of new members, I have long been in favour of manual moderation for any new member's first five or so posts, as is common policy on some other forums. No, I think public floggings are appropriate. There needs to be a demonstrable result of people's actions that others can observe. And hopefully learn from (but I wouldn't hold my breath).
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Any trace of the XBox Freecam in the PC version ?
DarthParametric replied to nadrino's topic in General Kotor/TSL Modding
Not that I can recall (or nobody would bother with GLIntercept). What's the button combo on Xbox? -
Records of the Not-So-Grand Historian
DarthParametric commented on InSidious's blog entry in Marginalia
There are snapshots, but you are probably hitting the issue of extraneous crap being included in the URL. I noticed that happening when I had a look yesterday. Not sure what it is exactly. Seems like it is from the LF side though. I don't recall encountering it before. -
No, you can just edit the ASCII. MDLEdit may let you edit it directly, otherwise use a text editor. Either way, you'll need to compile against the new supermodel, so you'll also need S_Female02.mdl/mdx in the same directory. For the animation scale, the vanilla Vandar scale using the male supermodel is 0.278. We know that the female model is 0.944 times the size of the male supermodel, therefore a scale of 0.262 should be appropriate.
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Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
You can already see the trouble - backface culling. Just like Max, Odyssey does not render the backfaces of polygons. Which means what you see in the viewport there is exactly what you'd see in the game. While there would be a head in the way of most of it, not all of it will be obscured. Not necessarily. You give all the faces that you want continuous smoothing across the same group. Anywhere you want a hard edge, those adjoining polys need separate groups. -
No, that's not how it works at all. The problem you had is that the droid is indeed set to non-destroyable by its OnSpawn script. I then made a mistake in the script I posted above, using the wrong nth creature - 1 instead of 0. So it should be: object oDroid = GetObjectByTag("dan15_ancientdrd", 0); Your original bit for that would have worked, since you omitted it and it would default to 0. You just lacked the required setting it to destroyable first. Here's a test with fade enabled so you can see it working.
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You can try running SetIsDestroyable on it first. You also don't need to use DelayCommand with fade ins/outs, as the first term already specifies the delay. Try this: void main() { object oDroid = GetObjectByTag("dan15_ancientdrd", 0); ActionPauseConversation(); SetGlobalFadeOut(0.0, 0.5); AssignCommand(oDroid, SetIsDestroyable(TRUE, FALSE, FALSE)); DelayCommand(1.0, DestroyObject(oDroid, 0.0, TRUE)); SetGlobalFadeIn(2.0, 0.5); ActionWait(2.5); ActionResumeConversation(); } When using DestroyObject, you'll typically want to enable the No Fade option (second term) when doing a quick off-screen destroy. Any terms left out will inherit the default values on compile. Check out nwscript.nss for more info.
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[K2] Astromech Droid Companion for Mira
DarthParametric replied to JediArchivist's topic in Work In Progress
No, your "NCS" files in the archive are just renamed NSS. Open them in a text editor and you'll see. -
[K2] Astromech Droid Companion for Mira
DarthParametric replied to JediArchivist's topic in Work In Progress
Lol, I didn't even look. Yeah these are just NSS that are renamed. Well there's your problem. -
[K2] Astromech Droid Companion for Mira
DarthParametric replied to JediArchivist's topic in Work In Progress
If you are requesting help, it would be wise to include script source, not just binaries. DeNCS won't decompile either. -
There should be a 0.2s delay to destroy the existing NPCs, and a 0.5s delay to spawn them back - i.e. 0.3s apart. So yes, it's possible there might be some collision interference from "ghost Bastila" I guess. You could try padding the spawn-in by another few milliseconds to see if that helps at all. Alternatively, there's always the woodshed technique. You could also try switching to a stated location instead of doing a GetLocation from a waypoint. Not that that should make any difference, but the game is kind of screwy with waypoints. Regarding the fade out, yes, that is a known problem because they didn't set the NoFade flag in DestroyObject to TRUE. It's fixed in the revised version I have for K1CP that also fixes Juhani missing a state save like all the other party members, but I never got around to adding that before the release of 1.8. Just be aware that k_pebn_pophawk resref is used in all the EH modules, so it must be injected into a MOD unless you want to bork the Lehon sequence.
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Modelling edits for Area Models and their various trials
DarthParametric replied to Malkior's topic in Work In Progress
You deleted too much. You should just select the polys you want to delete, not the verts if you aren't 100% sure what you are doing. As to how to model the collar itself, there are many ways to skin a cat. What matters most is that the end result looks good and there are no gaps. Looking at what you have there, I'd say you need to weld the verts and/or adjust the smoothing groups to get an idea of what the final result will be.