-
Content Count
520 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Obi Wan Pere
-
Hi guys I'm trying to convert a NPC texture to a holo aspect in KotOR 1. I've downloaded a free version of GIMP (v2.10) but I never used it before and even following this tutorial: http://lucasforumsarchive.com/thread/209758 I get nothing not even acceptable. I'm not sure if I misunderstanding the instructions or what I'm doing wrong. The only one weird thing I've found is that the tut talks about Transparency degree to apply to the layers and in my GIMP version just there is an Opacity slider that I think could be related. Could someone lead me step by step for do it? Aside, when I created the NPC I gave it a new and unique Tag and TempleteResRef name but using this name in the texture it doesn't work, it just works if I use the original texture name with the new texture file. As to use the new texture I have to place it in the Override folder, the NPC always would use this texture along the game and I want use it just in a new Module I'm working on. I don't know but I guess I have to edit the 'appearance.2da' file and add the new texture. Anyone can confirm that? And, editing the .2da, just need I to copy (and paste it as a new one) the row of the original texture, change its label field to my texture name and, of course, the number of the row? I've read some tutorials but, or I missed things or I haven't found exactly what I'm looking for. I don't like to play with the .2da files, above all if I'm not sure what I'm doing and what can be broken later on in game, so, anyone can guide me in this task as well? Thanks in advance
-
Mmm... Semantic matters? I agree. Perhaps you're beginning to see my point when I ask a clarification (and that I have to make a double interpretation, first from english, after -the most problematic for me- the scripts itself) and that never has been a secret that I have no idea of scripting, keeping in mind that 2 months ago I even didn't know how extract a file and 1 month ago I didn't know what kind of files they are and the function of the .nss/.ncs Anyway, honored to be a Padawan (even if you have to be the Master ...sometimes ). So I'd ask tons of patience and do not cross a line, often very thin. ----------------------------------------- Last night was too late for test in deep and today I've had to let it just after post, so neither. I have no tools for take videos in game and I don't think a screenshot be useful, just say that the graphics are corrupted until the NPC is decloacked. I didn't modify nothing, just renamed and placed the scripts in its slots. It'd hadn't to be related but seeing the video I see the same graphic glitch or very similar at the start (but no all the times). A "dancing" (as the character move) black screen covering almost all the scenario. So let me check if is a problem with the video configuration but I have to recompile again all the thing with these files.
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
------------------------------------ Besides, it doesn't work
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Respect, dear guy...
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
So I can spawn the NPCs in a Loc I'm sure is out of sight of the PC (and that do not active the combat mode) then apply the Stealth Effect, then make jump the NPCs to the desired Loc? that is the trick? And if it works as it has to do, the NPCs spawn in the desired Loc in Stealth Mode, and when "see/perceive" the PC they enter in Combat Mode (they're hostile from the start) deactivating the Stealth Mode, isn't it? And how apply the Stealth Effect?
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
For evident esthetic reasons I don't want that the PC be facing the direction where the NPCs spawns (maybe I could try spawning first a smoke cloud in Fu-Manchu style but doesn't match with my idea of Star Wars ) so I've tried forcing the face direction of the PC but it doesn't work. void main() { location lLoc = Location(Vector(29.05,68.0,-1.27), 90.0); { object oPC = GetFirstPC(); AssignCommand(oPC, SetFacing(315.0)); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Besides that makes me think a thing that I had in mind some time ago but I couldn't get it work, that is that the NPCs be spawned (or loaded in the Module) in Stealth Mode, as they are in the Harbinger in TSL. Is it possible?
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Yes. I think that is precisely what I read. Just pointing that in the E.S. you have to keep in mind that the cardinal points doesn't match and it can be confusing. ------------------------------------------------------------------------------------------------ If can be useful for people that find the same problem. I've set another Trigger but due its position in the Module I've needed set it as "On Exit" instead "On Enter". Most of times it works fine but I realized that, once inside the area of activation, if I wait some time and a random NPC (in my case a droid walking between its waypoints) gets inside then outside before I do it, the Trigger was not working properly. So I've changed the "Entering" instances of the Spawn Script for "Exiting", and works fine. void main() { object oExiting = GetExitingObject(); location lLoc = Location(Vector(29.35,104.59,-0.07), 270.0); if (GetIsPC(oExiting)) { CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Edit: btw, it's no so simple as <<ah, as it's an "On Exit" Trigger the Script must be "Exiting Object">> although seems so it's no so easy. It's related with how and when the Script gets the Object or/and different/multiple Objects. In this case the "Exiting" form fixed my issue.
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Perfect!! I read some time ago that the map orientations can differ from one module to another. Specifically in the Endar Spire's map and its North pointing "Up" (so South is "Down" of the map, bla, bla...), 0.0 is South and, e.g., West is 270.0
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Here again with another little question. I'm searching here and there but I've found nothing about. How can I change the orientation of the spawning NPCs? I'm trying changing it in the Location/Vector line of the Spawn Script and I think that the variable is in radians but it doesn't work.
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
I've found things about Spawn Increment (in 'k_inc_utitility') and spawns the number of (...) (in 'k_inc_dan') but I've been unable to reproduce it in the script I need for to spawn 2 Objects. When my mouse was already looking me terrified fearful to have to learn to fly I tried something by my own. Sure it's not the most accurate manner but it works, even with different Tag Objects, and at least I can use it even if only for tests purposes until I learn to make correctly a script. void main() { object oEntering = GetEnteringObject(); location lLoc = Location(Vector(25.0,81.0,-1.27), 0.0); if (GetIsPC(oEntering)) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } (I have could not try yet with the transition script).
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
---------------------------- Oops!! A doubt reading the instances. Where says "StartNewModule" I guess doesn't mean "Start" and have to run the entire Module again and means that the game engine loads the Module (as was the last time we were there if we have been there already). In fact, my transition must make me come back to a Module that I have already run. In a Playthrough the sequence would be 'Command Module' (end_m01aa) --> Starboard Section (end_m01ab) --> 'My Module' --> Come back Starboard Section (end_m01ab) --> then Taris.
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Oh, yeah, I knew that. It's just that I dont' want fight (and sometimes die) every time I warp to the module for to check something... ---------------------- The set of the exit/transition doors of "end_m01aa" module to "end_m01ab" are "end_door11" and "13.utd". Double clicking (or extracting) the files, "11.utd" is the only one with a script attached, "k_pend_door09", but I don't find it in the Kotor Tool-->(module)-->Script Compiled list. ---------------------- I'll check the exemples asap!! THNX again
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
@DarthParametric I have some troubles to identify by its name useful Scripts that could help me but I'll try again later. By now the idea is spawn the NPCs in pairs with the NPCs close each other. The spawned NPCs are (is) hostile from the start (well, will be, by now just stands there asking what the h... is doing...) and has no attached dialogues but thanks for the warning (if I'm able to remember it) for future talking spawned NPCs. Due the problems building new walls in existing rooms around the exit/transition doors (my first attempt) and adding existing rooms as news (specifically the one with the exit/transition doors)(my second attempt) I have to settle with a (not so attractive as the first attempts) simplest solution. I've placed close to the end door of the passage a Placeable button panel and I've attached a dialog to it. According the choice (use/do not ) this dialog must fire the transition script.
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Working!!!!!!!!!!!!!!!!! Thanks!!!!!!!!!!!!! Yes, the Trigger is "On Enter". The PC is alone so the spawned NPC should be the responsible to fire again the Trigger before is destroyed. It's logical but I didn't realized that random NPCs, even the spawned one, could activate the Trigger. Some days ago I had a lot of troubles trying to set the coordinates of the poligon that activates the Trigger so I reused an existing one and I still have to attune these coord. What I mean is that was a problem that, seeing the positions of the Objects, I'm almost sure I would not have seen with the correct coordinates (and it has helped to avoid future headaches). This is the format I used: void main() { object oEntering = GetEnteringObject(); location lLoc = Location(Vector(25.0,81.0,-1.27), 0.0); if (GetIsPC(oEntering)) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); DestroyObject(OBJECT_SELF); } } By now I feel more comfortable if it's not imperative use Booleans. ------------------------------------ Now the doubt. How can I spawn multiple NPCs -with the same tag- with the same Script? Is enough add a different coordinates line? -------------------------------- Ehmm... well... and another question I'm fighting with the last hours. I need make a Script for a Transition Module. I think is needed the "Jump to Location" Script but I don't know how to do it. I guess I need the name of the destination module but I'd need set different entry coordinates instead the usual for that Module. THNX in advance
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Hi again I'm trying with the "Triggers" and "Spawn NPC" Scripts. I've set a Trigger that make spawn the NPC. It works fine but two NPCs appear instead just one. void main() { vector vPos; vPos.x = 25.00; vPos.y = 81.00; vPos.z = -1.27; float fAngle = 0.00; CreateObject(OBJECT_TYPE_CREATURE, "trig_test", Location(vPos, fAngle)); DestroyObject(OBJECT_SELF); } Any tip?
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Adding existing rooms to a Module
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
By the time I have not any of the tools required but I'll see what I can do. Just a doubt. If each room has its own walkmesh I see the logic of cannot use as a new one an existing room without a good workaround but, (with the adequated tools) it'd be possible to copy the model of a room, rename it as a new model, modify its walkmesh, and add the "new" model room to the Layout?- 8 replies
-
- kotor1
- edit rooms
-
(and 2 more)
Tagged with:
-
Adding existing rooms to a Module
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Oh, well, I know we're talking about 2 different things, I just associated it in this same thread. The main and most important is be able to walk from one room to a new one. @Blue I'll check it asap, thanks.- 8 replies
-
- kotor1
- edit rooms
-
(and 2 more)
Tagged with:
-
Adding existing rooms to a Module
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Mmm.... I didn't touch that part of the '.lyt' file. I leaved it as it is in the original, basically because I thought that it was the list of the doors itself ...and I didn't interpret "Hook". If I understant correctly, the "Hooks" are the links between rooms I'm looking for?- 8 replies
-
- kotor1
- edit rooms
-
(and 2 more)
Tagged with:
-
Hi guys Fighting with a layout file (.lyt), I realized that is where are the coordinates of the rooms of the Modules (that are not shown in the Room Structs of the '.are' files) and I wished try something. With the Notepad I copied and pasted the line of a desired Room adding it to the list in the '.lyt' file, I changed its coordinates for make it match with the end of a cul-de-sac passage which I took out the door at the end. As well, with K-GFF I copied/pasted the corresponding Struct Room in the '.are' file. In game the room is there but I cannot get inside, I cannot cross the existing limit of the passage room. Besides, cause both rooms has doors and for avoid graphic glitches, I've realized that I'd need a "link" between them but I have no idea where to find them. If can be of interest for anybody this is the layout of the Command Module of the Endar Spire (m01aa). There is a fifteenth room that I've been unable to identify, according the corrdinates of the '.lyt' file is very close to the exit of the Module.
- 8 replies
-
- kotor1
- edit rooms
-
(and 2 more)
Tagged with:
-
-
Voice Over/Sound on a Placeable Help
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
@jc2 Same results For now I will leave it as it is. Maybe I'll take out the sound and leave just the text. Thnaks anyway -
Help (re)creating walls in KotOR 1
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Ok, thanks, I was beginning to imagine something like that. About the screenshots, after activate the option in the .ini I didn't realize that are stored in the KotOR directory and I kept trying to paste the images in the Paint... -
HI guys In Kotor 1 I need reproduce/create the wall attached to a door. I've placed a door in a passage but it has not "wall". As well I'd need reproduce/create the final and small room of a transition door or add it at the end of the passage. (I think is not needed to say that is the Endar Spire) I've been searching with Kotor Tool if the walls and roof are some kind of Placeables but I haven't found them. (Aside, is possible create and add a new room in a module in KotOR 1?) Opening the .are file with K-GFF I can see the list of the rooms Structs but, aside the particular room names, I see nothing for identify them nor coordinates for copy a struct and relocate in a different place. Someone could help? -------------------------------------------------------------------- Edit: BTW!!!!!!!!! It's a very stupid thing but someone can tell me how can I take screenshots of KotOR in game running on Win7? I've been googleing and I've found that I had to enable it in "swkotor.ini". I've done so but when I try to paste the image in the Paint app I just get a black square as image. I've had to reboot under WinXP for take the screenshots. THNX
-
@ZeldaTheSwordsman Sorry for do not answer before, I forgot it completely. For all these years I've tried all possible combinations with the -disponible- graphic options and never got a satisfactory one, even with different hardware. The most critical seems to be related with the V-Sync and, as you say, with the Shadows and Frame Buffer Effects but always, randomly or at the usual points, I got (and I still get) CTDs, in the creation character as well, even with all the graphic options -resolution included- set at its minimun valours/deactivated. What I mean is that I can set all the options at maximun/activated and have no problems for hours or set all the options at minimun/deactivated and have no problems for hours, but in both conditions get randoms CTDs (or/and at the "usual" points).
- 38 replies
-
- jump location
- spawn npc
-
(and 3 more)
Tagged with:
-
Voice Over/Sound on a Placeable Help
Obi Wan Pere replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Hi @jc2 I had already attached it at the Sound option box. In fact, I extracted the .dlg file from BIFs-->Templates bif-->dialog--> I opened it with DLG Editor and renamed it for use just with this particular object. I let is as it was configurated by default, with no scripts and: VO_ResRef: nm35aadroi02000_ Sound: nglobedroi03000_ I've been changing and exchanging that configuration, even I've played a little with the Camera Angle value in DLG Editor with the same results. Which be the script for launch a sound from a dialog?