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Everything posted by bead-v
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Ah yes. I would have gone the long way around, decompress with Miles, and export to .mp3 with Audacity.
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That is, to convert TSL audio to K1 audio? Also, found the source of my grenade sound problem, a combat animation was playing at the same time, apparently its (silent) sound overrode the grenade sound. It seems that with PlaySound(), only one sound can play at the same time, a new one will end the previous one. EDIT: Wrong. Rather it has something to do with the fact that it's the owner & speaker of the node who fires the animation. EDIT2: Okay, final solution. The sound wasn't playing because I performed ClearAllActions() on the dialog owner right after it, making it seem like the next sound canceled it. It's acting like it was ActionPlaySound().
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Though this kind of continues the tutorial thread, I didn't want to post there because I think there are still too many unknowns. (I'll only be talking about TSL here, don't know how much of it applies to K1) It seems to me there are three types of sound files: - sounds.bif has raw .wav files - StreamMusic & StreamVoices has compressed .mp3 files renamed to .wav. If renamed back to .mp3 they still play fine, and (untested, correct me if I'm wrong) I assume if they were raw .wav they would still play fine. - StreamSounds apparently has something else (extension .wav). To play them in audacity, I needed to import them as raw data, and then halve the playing rate. But that also imports the header, so there's some glitchy sound at the beginning of every file. Kotor Tool also cannot play them and neither can Miles. For my version (4CD), a reference to a sound from a .2da (tested with spells.2da) or from a .uts works only if the sound is in raw .wav and in the override. It doesn't work if the file is in StreamSounds, presumably because it has to be in that third file format. Fair Strides has told me that the Aspyr Update to KotOR 2 on Steam made it so that specific version and update only takes .mp3 files. If anyone has that update, it would be nice to know how the three types of files behave there, so mods can be made compatible with it. There's also one more bug that's been happening to me related to sounds that I just can't figure out. I'm setting off a grenade, so I'm using the visual effect, and I'm firing the vanilla sound in sounds.bif with PlaySound(). Now other sounds I play in the same cutscene (usually!) play normally, but this one is being rebellious. At one point it would work if I started the cutscene directly, but if I went from another cutscene that leads into this one, it wouldn't work. Currently it doesn't work however I play the cutscene. If anyone can think of anything that could cause problems for calling PlaySound() to play a vanilla sound from sounds.bif, please let me know! EDIT: figured it out!
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JCarter426 reminisces on the M4-78 EP that never came to be
bead-v replied to JCarter426's topic in M4-78 Enhancement Project
Phhhh, this last one made me go wow! I wish that one had been developed, though I know what it's like when ideas just don't line up. -
Just want to ask, what did he say? I don't remember anything about Atris from any interviews I've read.
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Upon testing it doesn't seem to do anything, unfortunately. I'm guessing it could have been intended, but never implemented, like FacialAnim.
- 4 replies
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- VO
- transmission
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As far as I can remember me and VP (or maybe only me) always thought about adding something more to the malachor surface modules, most likely something that had to do with the battle, but then we/I never had any concrete and good ideas for it. And we had more important stuff to solve inside, so we didn't get to that part. But yeah, it's barren and it's boring, something more should be there, somehow. And what you said about Mira, Hanharr and the party members... could be. The way I see it, the important thing is how it ties in with what happens later. I probably wouldn't just kill Hanharr off, cuz we'd be able to use him later on since he doesn't need VO to speak. But then, I don't think we had the option of Mira actually dying on malachor in MVI. Again, it was better to have someone who was always gonna be there for a later cutscene, which we already had 4829 versions of anyway because of people dying or getting jealous. Modding isn't that hard in the end, but it can be time-consuming. If you want to make what you described though, I'm sure you can. Apparently I'm the only one who thinks that Mira vs Hanharr was more or less fine where it was. =D
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Droid v. droid v. droid still happens, but later. This is only up until the Exile enters the academy. If Mira had Hanharr lead her to Kreia, then you could also see Hanharr fighting with the other party members in front of Trayus. As for Bao-Dur's death, we felt that it was outside the scope of the mod, so we left it vanilla-ambiguous.
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I didn't even know it, but I need this! Thanks!
- 11 replies
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- atton rand
- bao-dur
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Heh, this program also started as an excel sheet years ago. It got too complicated and then I broke the code, but now I know some win32 api, so I decided to settle this once and for all. Well it depends on how you use it. For now I've only made two relatively simple animations with it. Maybe I'll make a presentational animation demonstrating its capabilities, but no promises! EDIT: Well, decided to do it real quick. Here's what it looks like in the editor, though you can't see all the data at once, only the path of the camera is always shown. And here's the video: It's all one animated camera, including the static shots in between and at the end.
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Wow, your blog is big, SH I found it and it's a perfect starting point! Thank you! EDIT: Worked like a charm! Thanks again, Sith Holocron! Just for reference, if anyone else is looking for the same thing and finds this thread, these are the settings in GoldWave that SH used, I tried playing around with them a little but these exact ones worked best for me as well.
- 4 replies
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- VO
- transmission
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Hullo! So, I've recently created a program that makes it easier to create animated cameras. You create points with all the coordinates and then edit the transitions between them. The path of the transition is a quartic bézier, meaning that you get three control points that you can move around to affect the curve (see screenshot). Along with that, you can define how any of the quantities changes with time, which is a cubic bézier - you get two control points. You can save your progress to a custom .acd file and export to .xml, which you then import into JdNoa's Anicam and, without changing anything, export as .mdl & .mdx. I'm looking for anyone who would like to test this, give some feedback and possibly ideas. There may be bugs that I am unaware of, though for now everything seems to be working fine. So! If there's any volunteers, respond here or send me a PM and I'll get you the program.
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Hey peoplez! Does anybody know how to get the transmission or comlink effect on the VOs, KotOR-style? Looking for tuts, links, suggestions, anything! Thanks!
- 4 replies
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- VO
- transmission
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Here's some new ideas and some already suggested names, but for a different forum. Just ideas, not necessarily something I would even pick myself. Mod Releases (Nar Shaddaa/Galactic) Black Market General KotOR Modding Holowan Laboratories Game Saves Revan's Flashbacks News Iziz News Terminal Site Feedback Czerka Mainframe General KotOR Ahto City Cantina It bothers me that I can't think of a good one for General Discussion, nothing seems to fit. @Sithspecter, did you plan to have a vote?
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Awesome video and commentary, VP and Zbyl! Though I thought we'd enter Trayus by now Can't wait for ep. 3 As for the patience part, Zbyl, asking myself the same thing
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Redownloaded! Awesome mod!
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Actually, there is no unequipping, once you leave the Hawk/Hideout, they will have all their items equipped that they had before entering. The problem with making a TSL version is that the OnEnter script also handles a ton of cutscenes and other mods edit it too, so it would be difficult to make it compatible. I was actually surprised that K1R didn't modify this script.
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View File No Gear On Ebon Hawk for Star Wars: Knights of the Old Republic by bead-v Description: This mod will make your party members wear no gear except for their default clothing when they are on the Ebon Hawk or in the Hideout Apartment on Taris. Installation: Run TSLPatcher.exe, or copy all .ncs and .utc files from tslpatchdata to your override. Uninstallation: Remove the following files from your override folder: - k_pebn_pophawk.ncs - p_ebo_*.utc for every party member (9 in total) Credits: Inspired by a similar feature of the mod: Kotor 2 unofficial patch v1.1. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher JdNoa & Dashus: DeNCS Permissions: You may do whatever you want with this mod, however if you redistribute it, it would be nice of you to mention the original author somewhere. Contact: Send me a personal message on www.deadlystream.com. My username is bead-v. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter bead-v Submitted 02/03/2017 Category Mods K1R Compatible
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Version 1.0
1,940 downloads
for Star Wars: Knights of the Old Republic by bead-v Description: This mod will make your party members wear no gear except for their default clothing when they are on the Ebon Hawk or in the Hideout Apartment on Taris. Installation: Run TSLPatcher.exe, or copy all .ncs and .utc files from tslpatchdata to your override. Uninstallation: Remove the following files from your override folder: - k_pebn_pophawk.ncs - p_ebo_*.utc for every party member (9 in total) Credits: Inspired by a similar feature of the mod: Kotor 2 unofficial patch v1.1. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher JdNoa & Dashus: DeNCS Permissions: You may do whatever you want with this mod, however if you redistribute it, it would be nice of you to mention the original author somewhere. Contact: Send me a personal message on www.deadlystream.com. My username is bead-v. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. -
Don't know if it's worth it, but I can do that too. Give me a second.
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Also thought this was really cool, so I made it work in K1 so that the only gear the party wears are the default clothes. If anyone wants the files, let me know.
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First, Carth looks amazing, bravo Quanon! It appears you've forgotten to add the portraits folder to the v1.1 .rar though Another user mentioned this on the download page. Also, if anyone else is using this and the NPC overhaul mod, then you will need to remove the following files from your override folder: p_carthba.mdl p_carthba.mdx Otherwise:
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While it does use the TSLpatcher, this mod does not update the references to the new appearance.2da lines it adds in the .utc and .uti, making it incompatible with any mod that modifies appearance.2da installed before this one, so that also includes K1R. Since it's an awesome mod, I really hope one of the authors fixes this small issue.