DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. 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).
  2. 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.
  3. It doesn't touch anything besides the back room of the medical clinic in Taris Upper City South.
  4. 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).
  5. 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.
  6. 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).
  7. 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.
  8. 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.
  9. Upscaling is not magic. Is this really what you are after?
  10. The fact that I suck at retargeting was probably some sort of factor.
  11. 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.
  12. The textures are just vanilla files that are renamed. Assuming the second picture is what they looked like to start with, that points to some graphical issue on your end, not something to do with the textures themselves. What GPU/video card do you have?
  13. 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.
  14. 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.
  15. @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.
  16. 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.
  17. 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.....

    1. DarthParametric

      DarthParametric

      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.

    2. jc2

      jc2

      My sympathies.

    3. HK-47
    4. Show next comments  201 more
  18. Get ncsdecomp working properly and you'll be our new best friend.
  19. 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.
  20. 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.
  21. It's hardcoded. There's an inbuilt generator that uses name fragments that is part of the exe itself.
  22. 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
  23. It's compatible with anything that doesn't edit the same models.
  24. 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.
  25. 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.