DarthParametric

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Everything posted by DarthParametric

  1. It was using your modder's resource binary model as the source. @Salk try the revised attachment above.
  2. Hrm. Try this and see if there is any change. If not, there could be something going on with playing it in a conversation. I was only expecting it to be played by background NPCs that loop it and nothing else.
  3. Maybe make a superdupermodel that sits above S_Male01. Although you'd still have the need for compatibility patches if multiple people were releasing different versions of that.
  4. The glass is available in the prior downloads both Alvar007 and I provided. Take your pick. You'll need to equip a null weapon in the right hand, since the glass needs to be equipped in the left hand. I'd make sure that they also have the Proficiency All feat.
  5. After removing the position keys for the mouth (f_rmc_g/f_lmc_g/f_Rlm_g/f_Llm_g/f_um_g) @Salk: Here are the supermodels, vanilla and @JCarter426's TSL robes versions (via the modder's resource). Both include two copies of the animation. The first is named WELD so that it can be scripted for creatures using ANIMATION_LOOPING_WELD, and the second is named ANIMLOOP04 so it can be scripted for placeables (i.e. how existing cantina patrons are done) using ANIMATION_PLACEABLE_ANIMLOOP04. Obviously the TSL robes-compatible version will not have any support for the added TSL bones, since they don't exist in the K1 rig it was created for. @Alvar007: For future KOTOR work you will want to look at changing your scale/unit settings in Blender (and/or Maya if you are also using that). I had to scale up the model by 1,000%, which is kind of a headache when dealing with animated meshes. KOTORMax does not like exporting transformed objects. Regarding exporting FBXs from Max, select the trimeshes, go to Animation -> Bone Tools and enable the Bone On checkbox. They should then be converted to regular bones in the FBX. Edit: Wait, you wanted to go the other way, from FBX back to MDL. As I said above, scaling added some extra wrinkles, but the basic procedure is to create a new OdysseyBase (since the original will be converted to a null/dummy), link everything to that, set the animation name, frame numbers, etc. in its Animation panel, export. Then you can just copy and paste the anim block from the ASCII to a copy of the original model. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version.7z
  6. My test stuntman is very happy with the results.
  7. I'd expect that to be a Blender issue rather than a model one. There are plenty of longer anims in stunt models. There are existing supermodel anims longer than your anim's 11 seconds (I think one of the Pause anims is like 16 secs long). If you can export a longer version as an FBX I can convert it in Max and see how it goes.
  8. This compiles, but you'll need to edit the placeholder StrRefs to their proper values. k_pkor_pillar01.nss
  9. Ah, custom string tokens, I forgot about those. You could try using the GetStringByStrRef function: // 239: Get a string from the talk table using nStrRef. string GetStringByStrRef(int nStrRef); So the amended script would look something like: case 13: string1 = GetStringByStrRef(123456); break; You'd presumably want to use TSLPatcher to add the new strings via an append.tlk and then have it dynamically inject the StrRefs into the script source via memory tokens and compile it during the install. The TSLPatcher manual covers all this. It's actually odd that they didn't do something like that themselves, since the game was multilingual from the start (that's the entire point of the TLK setup).
  10. Have what? This is not an enduser/player resource. It's an animation for static NPCs. Unless you are creating your own mods there's nothing to be had.
  11. What script is that? That is not a script function that I am aware of.
  12. But you'd have to stop modding K1 and actually play TSL first to get any use out of it.
  13. Nice work. I'd probably pad the length a bit to space out the swills a bit. @Alvar007 I exported the one I was working on as an FBX if that helps you look at it in Blender or wherever. Although that version I tried to merge in the pelvis/leg movement from one of the idle anims, which resulted in some foot sliding. K1_Standing_Drinker_Stunt_Model_Edit.7z
  14. The Ebon Hawk pretty much does what you are talking about. It swaps out the current skybox mesh based on what planet you are on. It's usually handled by globals (K_CURRENT_PLANET I think), but in the case of the landing on Lehon they use a separate module, so it's pretty simple. Looking at the regular (ebo_m12aa) Hawk's OnEnter, k_pebo_skybox, would be more informative. Or actually, since it is literally just #include "k_inc_stunt" void main() { ST_SetEbonHawkSkyBox(); } looking at ST_SetEbonHawkSkyBox in k_inc_stunt should give you a guideline to follow.
  15. No, you can't dynamically change the LYT. What you could do though is animate the skybox change, which would let you do it all in the same module.
  16. You'd need a custom skybox model, but otherwise that's just a LYT edit that uses the Module A layout for everything else. As to NPC placement, that's just GIT editing. You can see exactly this sort of thing being used in the vanilla games where they use stunt modules that are just reused bits of full modules.
  17. You'd need to edit appearance.2da and change the clothing model/texture assignments (modelb/texb) in their specific added rows.
  18. The Jedi Entity shares a head with Kira Carsen (head_human_bfn_caucasian_a04). Mako uses a completely different head ( head_human_bfa_asian_a01).
  19. I don't plan on doing any more player head ports, no. The closest you'll get for Kaliyo is RedRob's Playable Rattataki mod.
  20. It doesn't touch anything besides the back room of the medical clinic in Taris Upper City South.
  21. OK, here's a revised version using elements from the adjusted TSL animation, along with TSL's glass-in-hand prop to go with it. There are still some glass positioning/clipping issues, and it obviously gets nowhere near the mouth/face, but I have tried - and failed - to resolve that in the past, so fixing it would be up to someone else. Perhaps someone like @Alvar007 could take a look at it. At the moment I have injected it into S_Male01 (the highest level supermodel) as the weld animation, since humans don't have that anim but it is scriptable (ANIMATION_LOOPING_WELD).
  22. There are no actual tier selections. That was an idea we were considering that never made it to the implementation stage. Unfortunately the readme wasn't updated to reflect this before release.
  23. Animations are blendable. I don't know if this is universal, or requires some hardcoded element, but you could test it. You'd need to create it as a new animation (going the name hack route is the easiest way to do it) and then you just set the animroot to the base of where you want to affect the model. In your case, you'd set the animroot to torso_g (or maybe torsoUpr_g). Then the legs should inherit the animation from the idle animation - i.e. be standing. Of course there would be an issue with the right arm posed to be resting on the right leg, but one problem at a time. Edit: So I played around with it a bit, since I was already hacking animations for one of my own projects. I took the animloop2 anim and removed the keys for the pelvis/legs and the position keys for the rootdummy. I replaced the keys for the right arm/hand/fingers with keys from the pause1 anim (with a doubling of keys required, since that anim is half the length). That gets you in the ballpark, although he still has a drinking problem, now apparently even further exacerbated. I'll have a look at the TSL drinking anim, as I think they fixed that up. I know they properly aligned the glass, which is not the case in K1 (which doesn't actually use a glass, but if you add one it's positioned poorly and the fingers clip through it).
  24. Yes, it's one of the ANIMLOOP anims, only usable with placeable sitters, unless you make a stunt anim or do the name hijack trick (i.e. put a copy on the model renamed to dance or some other scriptable anim). Edit: animloop01 = sitting still, hands on knees/thighs. animloop02 = sitting with drink in left hand, takes two sips. animloop03 = sitting holding cards, plays a single card. You should be able to see them in action in most cantinas. The Taris Upper City one has at least both animloop02 and 03, although I'm not sure about 01.