-
Content Count
4,626 -
Joined
-
Last visited
-
Days Won
523
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
It's part of Oldflash's Movie-Style hilts mod - https://www.gamefront.com/games/knights-of-the-old-republic/file/movie-style-replacement-lightsaber-hilts If you just want that hilt, just only use that model and its textures. You'll need to recompile the model in order to use it in TSL. You'll have to use MDLOps v1.0 for that, since MDLEdit chokes on models compiled with ye olde versions of MDLOps, such as this one.
- 8 replies
-
- obi-wan
- lightsaber
-
(and 3 more)
Tagged with:
-
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
You'll need to do a ClearAllActions on them first. AssignCommand(oTarget, ClearAllActions()); AssignCommand(oTarget, ActionPlayAnimation(1234567, 1.0, -1.0)) You could try something like ANIMATION_LOOPING_PAUSE for 1.0 or something like that. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Yeah you'd ideally want to specify the three animations across three DLG nodes, just like is done in the Hanharr/Mira scene. You could try scripting it, but I suspect that would have problems between each animation. Cobbling it together as a stunt animation would probably be the best bet, since you could adjust the scene exactly to make sure you get proper alignment (unlike what is shown in your Sion screenshot), but that would require 3DS Max shenanigans and static cameras for the entire scene. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Scripting animations in TSL requires adding 10,000 to the ID in animations.2da. So 10460 in the script is animation 460, i.e. Damage_Force_Crush. The 121 in the first line is a constant in nwscript.nss, ANIMATION_FIREFORGET_FORCE_CAST. I'm not exactly sure where the animations in a DLG are pulled from. The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this. But all that aside, what you have pictured there with Sion/Atton is not the Force Crush animation, those are the Hanharr/Mira cutscene animations. On the supermodels, the animation Atton is using is named CUT026L while the one Sion is using is named CUT022L. Looking at 303mira.dlg, the interesting thing is that Mira's middle looping animation (CUT026L) doesn't have a proper reference. Hanharr uses 1421 LIFT_CHOKE_HOLD but Mira uses 1425 SIT_CHAIR_DRINK. The only three animations on her body model are CUT025 / CUT026L / CUT027 (being picked up, looping in mid-air, being dropped), so it doesn't appear to be an animation override (since sitting in a chair drinking is animation animloop02 on the supermodel). The good news is though that you can script those animations simply by adding 10K to the value shown in DLGEditor, assuming you can't add it directly to the DLG. Using: AssignCommand(oTarget, ActionPlayAnimation(11425, 1.0, -1.0)) will play the same animation Atton is using in your screenshot. But you'll also want to bookend that with being picked up and dropped, assuming you are going for that specific sequence. -
Player Animations during conversation.
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I don't know if a DLG will respect anims specified directly on a reply node. I seem to recall in K1 not having any luck with that. But you should be able to script it. Although in both cases the actual node isn't what you see in the pic above, as you haven't chosen it yet. You may actually need to insert some dummy nodes that fire an animation beforehand so they are playing while the player waits to make a choice. Or fire the script on the previous entry with a delay so it starts once the NPC's VO finishes. The Sith Lord power Crush? Edit: Ah, LIFTED_CHOKED. -
The textures weren't a fix. The pink was intentional to see if that shows up in the line. A different colour might have been better. As to the model, whoops, forgot to enable the headlink. This should be fixed: <removed> Edit: It doesn't warrant a formal DS release, since this is not a universal problem, but if anyone else needs it, you can find it here - https://github.com/DarthParametric/TSL_Atton_Head_Black_Line_UV_Tweak/releases/latest
-
Based on the UV layout, It sure seems like the same problem. First step, throw these textures in your Override and see what the line looks like. <removed> After that, you can delete those and then try this model with slightly altered UVs with the vanilla textures. <removed>
-
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
-
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
-
K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
-
K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
I need to test the version with Juhani present, since this is a DS save so she's dead. And some of the other player reply choice permutations. Once that is done the scene setup/DLG fixes will all be done (the latter of which are for K1CP - see the vanilla scene here), but the holo/monitor side of things may need some further work. And I think I will adjust the timing of the monitor switch so it happens as Mission says "T3's picking up massive power fluctuations on the ship's sensors" rather than right at the start of the previous line where he is beeping. That way it will look like her air typing is actually bringing up the information. -
K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
-
K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
The crashed Hawk has its own module that's used while you are on Lehon (ebo_m41aa vs the regular ebo_m12aa). That's the only reason I bothered with it, since placeables are out due to the K1 row limit bug, so it was done as room model. That meant altering the layout, and I didn't want to screw with the regular Hawk. For the monitors you could conceivably do the same thing and handle it the same way - the OnEnter checks the current status and plays the appropriate room animation. For the hologram, it plays something like the above videos, then once you repair the hyperdrive it switches to a version that shows a solid green hyperdrive in the hologram (i.e. plays a different room animation). Once you head to the Star Forge you go to a stunt module for the appropriate Dodonna message, and that uses the regular Hawk layout (and different scripts), so the hologram is gone. Regarding Salk's now edited message, there are two different hologram Hawk models used. The first two videos use a more simple Hawk model from TOR (it's one of those mini pets). The third and forth videos uses the actual K1 Hawk, scaled down (thanks to @JCarter426 for saving me the trouble of having to kitbash it). -
Based on a suggestion by @ebmar, I have been fooling around with some holograms for the Ebon Hawk after it crashes onto Lehon. I'm not sure if it will actually amount to anything, but here are some "sketches" that I have been posting in the /r/kotor Discord.
-
Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Yeah: object oPCDummy = GetObjectByTag("MEDBAY_PC", 0); object oBedWP = GetObjectByTag("InvisibleLocationMarker", 0); location lBed = GetLocation(oBedWP); int nPCApp = GetAppearanceType(GetEnteringObject()); effect eDisguise = EffectDisguise(nPCApp); oPCDummy = CreateObject(OBJECT_TYPE_CREATURE, "c_medbaypc", lBed); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisguise, oPCDummy); AssignCommand(oPCDummy, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, (-1.0))); -
Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Ah, whoops. The room variable is a string, so it needs to be: PlayRoomAnimation("003EBOq", ANIMATION_ROOM_SCRIPTLOOP11); -
Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
The first is easy enough. If you have a look at the SetBackground function in k_inc_hawk, you'll see that hyperspace is Case 10, or in other words room animation scriptloop 11. So in your custom module OnEnter, you can simply set PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11); The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation. -
Well in truth, local strings - be they in DLGs or UTIs, etc. - are probably sufficient in 99% of cases. But if you want to follow best practice then adding strings would be the proper approach. Then if someone ever wanted to translate your strings, all they need to do is alter the append.tlk, not directly edit every file (which, I'm sure you'll agree, is a real pain in the ass in the case of DLGs). As to the how, it's not particularly difficult. Have a read of the PDF that comes with TSLPatcher and it should cover most of what you need to know.
-
You need to pick up your copycat game by changing your avatar to a picture of an Exile in a black t-shirt shrugging. It could still have the Mythosaur logo on it. Tsk, tsk. That's what you get for being a dirty local string user and not properly appending new strings to the TLK.
-
Changing the animations will affect all other astromechs. Fortunately the generic astromechs use a different model, C_DrdAstro, so physical changes to the T3 model won't affect the others.
- 5 replies
-
- custom model
- t3-m4
-
(and 1 more)
Tagged with:
-
He had an arc? All I have seen so far is a petulant, emo loser.
-
If you are going to jump the shark, go full retard huh?
-
So does anyone that uses Steam want to report this idiot uploading a laundry list of other people's TSL mods to the Workshop?
https://steamcommunity.com/id/2CRI/myworkshopfiles/?appid=208580
-
The Steam workshop for Kotor 1 & 2 should just be an empty page with nothing but a URL for Deadlystream anyway.
And ya, thanks for the heads up, DP.
-
Well K1 doesn't Workshop support, so it's fine. It's just Aspyr screwing things up by including it is their hackjob of a TSL Mac port, which they also pushed for Windows (unsurprising given apparently it's not even an actual port, just the Windows version in a Wine wrapper).
- Show next comments 222 more
-