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Everything posted by bead-v
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Seriously DarthParametric, are you aiming for some kind of community award that I am unaware about? Here's a BIG thank you on behalf of the community for helping so many people with their issues of all kinds! You really deserve some kind of medal...
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Would you also put a comma between 'core' and 'Apeiron' in the last sentence? I wasn't aware that the basic rule for the conjunction 'and' between independent clauses is to put the comma in front of it. Interesting... My language wouldn't ever put a comma in such a case, and I don't *think* any of the other languages I know would. Will have to check.
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IIRC one of the two cellists is from my hometown
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Here's some advice I'd give. If you don't want it, just ignore it Make the decision about the VOs last (relatively). It's probably a good idea to make your characters aliens but keep in mind that you might be converting (some of) them to humans later. Anyway you've got a LOT of other work to do before you even get to actually finalizing the characters, which is when you will know for sure what you even need in terms of VOs, so it's pointless to think about VOs and voice actors now. The only exception is reused VO. If you plan on doing that, and especially if it's important to the story, collect your VOs first. Mute scenes don't work very well, and animations can't save you all the time! Also, do your story first and only move on when it's solid. It needs to be well thought out because it's not gonna help you if at some point you realize you can't pull something off and then you have to scrap a bunch of things and start over. I wish you good luck and lots of great ideas for your mod
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For your second question: void main(){ int nParam = GetScriptParameter(1); switch(nParam){ case 0: { //Do stuff when called with dialog parameter 1 == 0 } break; case 1: { //Do stuff when called with dialog parameter 1 == 1 } break; default: { //Default case } break; } } This is basically how all my dialog scripts look in TSL. A very important note: you can leave out the {braces} between case and break; as long as there are no variable definitions in there. But if there are, the compiler does not give any warning and will compile the script, but you will get all kinds of problems in the game that make absolutely no sense and you can waste a lot of time figuring out what's wrong if you don't know about this. So especially in kotor scripting, it is a very good practice to always write the braces. break; can be left out to allow falling through to the next case, just like in C++. As for your first question, no idea, sorry. I hope there is a way – it sounds pretty useful!
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(Recruit Atris Mod) Can I get these certain scripts please?
bead-v replied to Reztea's topic in General Kotor/TSL Modding
I tried decompiling a_atrend2.ncs with DeNCS. I got "partial-byte code does not match", which I assume is also what you got. Now I'm gonna teach you a trick: right click on the binary code and select 'View Decompiled Code'. Also, before you lose your head reading the entire script – this one has an include script inside it (or maybe several), and those functions and variables come first. So for the stuff specific to a_atrend2.ncs, you need to look at the end of the script. -
(Recruit Atris Mod) Can I get these certain scripts please?
bead-v replied to Reztea's topic in General Kotor/TSL Modding
If you write it like that, ClearAllEffects() is executed on the object that is the "OWNER" of the main function (the object that the script was run on). If you know a function affects an object, and it doesn't take that object as a parameter, then you can assume it's gonna operate on the OWNER. You can use AssignCommand() to specify the OWNER if need be. In your case: void main(){ object oNPC = GetObjectByTag("Atton"); AssignCommand(oNPC, ClearAllEffects()); } If Atton was the owner of the script, however, your original script would work. But apparently he wasn't, so you were clearing the effects on some other object. -
(Recruit Atris Mod) Can I get these certain scripts please?
bead-v replied to Reztea's topic in General Kotor/TSL Modding
I second that. You'll get more useful information from us if you try to solve the problem yourself first, and then present us with the exact issue and the code. And generally, you're not very likely to get tutorial answers to questions of the type "How do you script ______?". Instead, try to think of an example in the game and go decompile those scripts and see how it's done there. If you run into issues, post about that and it'll be much easier for us to help you. Plus, you will learn more. -
The issue seems to depend on a private conversation between Sith Holocron and seph6 which the rest of us don't have access to. Since only Sith Holocron and seph6 really know all the circumstances of the issue, I think it would have been better to handle this in private. Anyway, unless Sith Holocron wants the pictures removed, the matter seems resolved, so I could see this topic being closed. There's no need for this thread to collect a bunch of opinions from people who don't know what went on behind the scenes.
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Hey NWmax users! If you import a model with a skin and move the aurorabase, does the skin follow the bones or does it move twice the distance? Is this a known issue or just something I'm getting?
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The base needs to be at 0,0,0 unless you want screwiness to occur.
Transforms in Max will bite you. You should not be moving any part of a skinned mesh at the object level generally, unless you are prepared to do a Reset X-Form and collapse the stack. Stick to moving verts where possible.
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NWmax is supposed to allow moving the aurorabase. If it doesn't in some case, it's a bug. But thanks for the info Anyway, I seem to have fixed it, this command did the job: $.skin.always_deform = false
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Well, at least in K2, the party members say some specific line on a critical hit. But yeah, that doesn't apply to the PC. I'm not sure if K1 has the same system, but if so, the PC is also likely to have a line, because those kind of lines are actually voiced for the PC in K1.
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Wow, this looks amazing! A pat on the back and thanks to everyone who contributed to the mod, but especially to Kexikus, great job man! This is definitely gonna be a standard mod for me! (Once I finally start actually playing TSL again, that is )
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Kaurora comes with an updated NWmax script, which allows NWmax to export lightmaps. Kaurora then uses that information when compiling the model. But you still cannot import lightmaps into max, both because there is no corresponding updated import script for NWmax and because (current) MDLOps doesn't even print out lightmap data. So you can't preserve the lightmap data of vanilla models – currently the only way to do it is to re-lightmap the model from scratch and compile it with kaurora. And let me just say that appropriate tools to solve this are in the works.
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- kotor tool
- .mdl
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Models .mdl don't show up in KotOR Tool
bead-v replied to Daniele's topic in General Kotor/TSL Modding
Here we go: There's an option 'Build Model BIF node in Tree' under Tools > Options, checking that will make it work (I needed to also restart Kotor Tool before it did).- 6 replies
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- kotor tool
- kotor 1
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Models .mdl don't show up in KotOR Tool
bead-v replied to Daniele's topic in General Kotor/TSL Modding
I've got the same thing going on. I just assumed that the files can be found elsewhere, and a lot of them can (in items.bif, player.bif, party.bif, RIMs > Rims> ..., etc.). But I can't find placeable, door and area models anywhere. I'll try a few things to see if I can get it to work and report back later.- 6 replies
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- kotor tool
- kotor 1
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TSL -- Force cage lag issue
bead-v replied to froglord's topic in Knights of the Old Republic General
Sith Holocron, I don't think the issue is TSLRCM-related. froglord, have you tried turning off all the graphics settings including anti-aliasing, frame buffer, anisotropy... you didn't mention those. IIRC I've had trouble with Intel® HD Graphics 3000 in the past, and I specifically had to turn off the frame buffer.. -
Update: Progress has slowed down due to medical issues
bead-v replied to Logan23's topic in Revenge of Revan
Hope you get better soon and good luck with the job search, Logan! -
invisible head in the selection screen
bead-v replied to SeverusV's topic in General Kotor/TSL Modding
Is this the mod? -
The nNth should be a 0-based index. So the first tat_thug1 would be GetObjectByTag("tat_thug1", 0). And then 1 and 2 for the other two.
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I would like to request for the colors in code formatting to be adjusted so the code is more readable. Possibly change the background to white. Also, if I enable row numbering, the window prints white on white... I hope the people who are responsible for / have access to the code can fix these issues. Thanks! The problem: filedependancy Unknown newmodel PLC_PlstcCrt123 setsupermodel PLC_PlstcCrt123 NULL classification Character setanimationscale 1.0 #NWmax GEOM ASCII beginmodelgeom PLC_PlstcCrt123 node dummy PLC_PlstcCrt123 parent NULL endnode
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Wow, awesome stuff, JC!
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Blog #51 - Who wants to make HD versions of the trailers?
bead-v commented on Sith Holocron's blog entry in Sith Holocron's Blog
Ha! Found it: Remember, I did say slightly -
Blog #51 - Who wants to make HD versions of the trailers?
bead-v commented on Sith Holocron's blog entry in Sith Holocron's Blog
Oh yes, seen these trailers so many times when I played on the xbox! I miss those times! I especially liked the TSL trailer (probably just because it's TSL), though it was a slightly different version. -
Well, best of luck with the mod VP! Seriously!
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No, seriously, is there really no way to remove the second definition of : D as ? : lol : also has two smileys associated with it, but here it prints out the better one.