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Everything posted by DarthParametric
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KOTOR1 - Easy model replacement?
DarthParametric replied to DiscountWanderer's topic in General Kotor/TSL Modding
You'd need to edit the normalhead reference in her appearance.2da row. The number is the row ID in heads.2da. Her default value is 5, which points to P_JuhaniH. If you wanted to switch it to a Twi'lek you could use values of 61 (twilek_f), 63 (twilek_f02), or 65 (twilek_f03). You'd probably also want to replace her portrait, po_pjuhani. -
My "Play'MULTI-MOD'through"
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Unless you are specifically intending to edit global files, you should never put anything in TSL's Override folder. Obsidian reused resrefs throughout modules, meaning even objects that are per-module unique will likely share a resref with a completely unrelated object in another module. And often across multiple modules. Unlike K1, module injection is typically a necessity for most TSL mods.- 116 replies
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My "Play'MULTI-MOD'through"
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Your mod throws a generic UTP into the Override. That will replace all instances throughout the game. There are likely dozens, if not more. You need to create your own new custom container, or find an existing unique container to spawn your items into, or use various scripting options to do a one-time spawn into a generic container in the desired module.- 116 replies
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Using void DuplicateHeadAppearance(object oidCreatureToChange, object oidCreatureToMatch); You'd need to create two dummy UTCs, one male, one female, each equipped with the glass and null blaster and with the Proficiency All feat. Then under a fade to black you'd jump the PC somewhere out of sight and spawn in the fake of the appropriate sex, clone the PC's head onto it and duplicate their equipped armour/robes/clothes. The meat of your script could look something like this: object oPC = GetFirstPC(); object oFakePC; object oBodyItem = GetItemInSlot(INVENTORY_SLOT_BODY, oPC); location lSpawnPoint = Location(Vector(1.1,2.2,3.3), 0.0); if (GetGender(oPC) == GENDER_FEMALE) { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_FEMALE", lSpawnPoint, FALSE); } else { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_MALE", lSpawnPoint, FALSE); } if (GetIsObjectValid(oBodyItem)) { object oNewOutfit = CreateItemOnObject(GetTag(oBodyItem), oFakePC, 1); AssignCommand(oFakePC, ActionEquipItem(oNewOutfit, INVENTORY_SLOT_BODY, TRUE)); } DuplicateHeadAppearance(oFakePC, oPC); Then once that scene is done, under another fade to black you destroy the fake PC and jump the real PC back into position. Obviously this only works for pure cutscenes. You can't do it for a conversation requiring PC responses (at least during this part of it).
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You'd only need the glass, since the other one is just a null object to allow dual wielding. But a stunt anim, even if used for a single node, would require static cameras for the entire scene. Any shots with dynamic cameras freak out if you use a stunt anim anywhere in the convo based on my prior experiments. And of course someone would actually have to make the stunt anim.
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I'd just go with the clone option. Although regarding the saber being ignited, you can use the SetLightsaberPowered function to override it. Just make sure you disable it straight afterwards or their saber/s will be stuck off permanently.
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For the latter, none of the functions for giving/creating/taking/destroying items on a player have any feedback suppression options. But you could try this perhaps: // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); You probably also want to spawn a couple of invisible placeables which you can use to store the values of any equipped weapons so you can re-equip the player afterwards. If you need an example, you can check out what K1CP did to hide the player's weapons during the Taris swoop platform cutscenes, scripts k_ptar_playermec, k_ptar_swoop0, k_ptar_swoopnew, k_ptar_brejikatk. Your other option is to create a stunt player that duplicates the player's appearance. Hide the PC offscreen and have the stunt player do the drinking scene.
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Judging by Bastila's face, you need to dampen (or just remove) the transforms for the brow bones.
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Here's an FBX of the animation scaled to the female rig if that is of use @Alvar007. Although I suspect the rig will be of more use than the anim itself, due to it being baked out to a zillion keyframes. I guess you'll need to retarget the source anim? Alvar007_Drinking_Anim_Female_Scaled.FBX
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It would require a female version of the anim.
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OK, thanks to @JCarter426 sharing his dark secrets, I think this should work. Start by pasting fresh copies of JC's supermodels into the Override to make sure you've cleaned out the old broken junk. Then try this. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version_TSL_Robes_v3.7z
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- 45 comments
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It was using your modder's resource binary model as the source. @Salk try the revised attachment above.
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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.
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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.
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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.
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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
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My test stuntman is very happy with the results.
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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.
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[K1] Movement Bug Help Requested
DarthParametric replied to Skeet1983's topic in Knights of the Old Republic General
Cap it to 60fps. -
This compiles, but you'll need to edit the placeholder StrRefs to their proper values. k_pkor_pillar01.nss
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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).
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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.
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What script is that? That is not a script function that I am aware of.
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