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Everything posted by DarthParametric
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Not really, not using the existing ones as a source anyway. You'd need to render entirely new ones at a higher res, and it's difficult (to say the least) to replicate the exact look of the originals.
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Upscaling is not magic. Is this really what you are after?
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
The fact that I suck at retargeting was probably some sort of factor. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
We did. That's what one of those GIFs I posted on the previous page was, the dance animation retargeted to the TOR rig. Ironically it turned out much worse than the Selkath attempt, despite being notionally more similar in structure. But maybe that's just down to my lack of ability. -
Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
No constraints, or at least none are used by the game. But as long as you can bake out the bone transforms as simple keyframes afterwards, you could presumably use them to create custom anims though. If you can get your rig into Max with anims as bone transform keyframes then KOTORMax should be able to export an ASCII model. Then you'll want to create a trimesh rig, since you need that as a shadowcaster. From there you have two options. Use the first model as a supermodel, or just transfer the anims over to the trimesh rig directly. The easiest route would be simply copying and pasting from one ASCII to the other, assuming your trimesh rig is properly set up with the correct pivots. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
Aside from a bone count limit on skinned meshes (the MDL format supports a maximum of 17 bones per mesh, hence why KOTOR models split off arms/hands and heads) and a maximum character count of 16 for any object name, there's no problem with custom rigs. Except of course said rigs would obviously require custom animations. The plan was indeed to use the TOR rig directly in KOTOR if we could have managed to retarget the KOTOR animations successfully. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
@JCarter426 and I were messing around for a while in Motionbuilder trying to retarget the human anims to the Selkath rig, with a view to also retargeting anims to the TOR rig to make porting easier, but that didn't really go to plan due to our ineptitude, so we eventually shelved it and moved on to other things. But assuming you are proficient with MB, it's certainly an option if you are interested. Perhaps you can team up with @Kensei Jintaro who was also looking into creating new anims. You can, assuming you can either retarget to the KOTOR rig, or, probably more ideally, just directly set that as your target to begin with when setting up your mocap. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
Too bad, I was thinking of sub-contracting you to work on a mod idea I had requiring custom stunt animations. I'm currently assessing the practicality of trying to mocap it. Stuff like ctaunt, chturnr, chturnl, cpause1, crun are the creature/monster-named equivalents of human animations, in this case taunt, hturnr, hturnl, pause1, run. They need to be renamed to the human equivalent in order to work after being set as an F model. Of course these ones are super easy, but some of the others aren't so straightforward, like the combat anims. I'd suggest having a look here to start with. And you can probably check out TSL's animations.2da, as that is annotated with descriptions for most of the anims, unlike K1's. However be aware that TSL added a bunch of new anims, so you need to make sure you don't use names that don't exist in K1. -
That feeling when you discover that one of your sever hosts has apparently just vanished into the ether, taking ~10 years of SVN databases with it (and your last remote backup is several months old).
Merry Christmas indeed.....
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Nah. Although that would have been the preferred case if I had to pick one.
I have local backups in either case, so it's not the end of the world, just annoying.
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Get ncsdecomp working properly and you'll be our new best friend.
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
The game needs per-module LIP files for lip sync. Since Selkath use one of the generic fake alien VOs, it should be easy enough to take existing LIP files from one of the Manaan modules and create a new XYZ_loc.mod in the lips folder that matches your module name. As to the animations, all the creature/monster anims will need to be renamed to their human version equivalents. Some of them should be easy, since they will probably just have CR in front of the same name, but the combat ones will likely be completely different. Since you want to do new anims, this might be a good opportunity for you, since, as you have probably noticed, Selkath lack most of the anims regular humanoids have, so they can't use anything but basic blaster pistol or unarmed attack anims. If you want to make 20 or 30 custom combat anims, then the Fighting Selkath idea could turn into a proper actual thing. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
My guess would be that this is probably due to hard-coded animation settings tied to its model type, as specified in appearance.2da. They are using creature/monster animations, for which there is presumably no provision for anything beyond the basic talk animation. You could try changing the modeltype value for the main Selkath NPC rows, (Alien_Selkath_01/02/03, rows 40, 259, 260) from L to F and see what happens. I'm not sure if that will work, and it will presumably break most of their other anims, at least the creature ones anyway, but one hurdle at a time. -
Default Player Character names?
DarthParametric replied to JayDominus's topic in General Kotor/TSL Modding
It's hardcoded. There's an inbuilt generator that uses name fragments that is part of the exe itself.- 1 reply
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I would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
Never overwrite the MOD files manually. That will break your game. Skipping pre-existing ones is intended behaviour. TSLPatcher will inject the changes to the existing one. If you have been doing that, then yes, you probably will have to not only restart, but scrap everything and start with a clean install. -
wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
A good example of why you'd want to use the K1CP code rather than the above is when Bastila is removed during the early part of Dantooine. If you try to get a non-player party member there, you can inadvertently grab her, and accidentally move her out of position. JC added code to prevent that, after I ran into that very problem with an earlier version of the party herding functions.- 46 replies
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wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
I think you'd be better off lifting the party member code from K1CP. It has greater control.- 46 replies
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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No, it's just outside the scope of K1CP. You can see if some of my earlier WIP stuff, like the LS ending cutscene, that I was using JC's TSL robes and there were no issues (beyond any stunt models not having animations for TSL's extra bones).
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Steam will let you create a new Library that you can install games to wherever you want. Open up Steam, in the menus up on the top left go to Steam -> Settings -> Downloads. Click the Steam Library Folders button up the top. Click the Add Library Folder button and choose or create a new folder somewhere. Now go to the main Library game listing and right click on KOTOR on the list on the left. Choose Properties -> Local Files -> Move Install Folder, select your new library from the drop-down list, then click the Move Folder button.
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- 260 comments
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Help with lightsaber sounds
DarthParametric replied to Datrussian's topic in General Kotor/TSL Modding
Should be possible, since you want it for an NPC and not the player, so you don't have to deal with it being upgradable, which might otherwise throw a spanner in the works.