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Everything posted by Jenko
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Does ERFEdit have a hard limit for created .ERF files? Or on the size of files processed? I'm running into an issue where I'm attempting to create a new library with all the game's textures uprezzed. I'm attempting to package around 11GB of TPC files, but the output ERF file seems to come out to exactly 2.0GB. Seems to hard stop when it hits 2GB as some textures are working but not most of them. I'm using the newest version of ERFEdit, from 2017. Opening the created ERF file in ERFEdit shows a lot of negative numbers for file size. Just trying to avoid my override directory filled with 3,000+ files EDIT: It seems to be a max file size for the ERF. I tried Large Address Aware for the ERF executable. I'm able to make an ERF lib that's 1.7-1.9GB that's totally fine. Just seems like 2GB is the limit. Is there a way around this?
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There still seems to be an issue with batch processing many textures. I can get about 30 textures done before the red "compression failure" happens on almost every texture. No issue if I do them alone. Working on a project where I'm uprezzing most of the textures from the game and I'd like to get them into TPC format to save on some space. And doing them in chunks of 30 isn't that practical when I have over a thousand.
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The CSLU Toolkit link has been updated with Windows 8/10 support. Installation instructions and use remain the same.
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A rather late follow up on this, I went back in to tinker with the application in an effort to remove the Windows 7 or lower limitation. Had to do some digging to understand the TLC/TK codebase that runs the toolkit, some DLL analysis, a whole bunch of nonsense... After a lot of trial and error, I was able to modify the toolkit to run in Windows 8 or 10 environments. Mostly because I was tired of using a VM for all my work. I've also looked into modifying the TCL/TK scripts to run off a newer version of the coding language, but this seems to be unnecessary and I'd rather not introduce changes to the compiler. I'll be doing some user testing on the application but I would expect an updated version soon.
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That's correct. Certain files used by the CSLU Toolkit do not work in 8 or 10. This has been known for a while, and there is no real fix for it either. This new installation method is not, and cannot be a fix for Windows issues... Your best bet is to use Hyper-V and create a Windows 7 virtual machine for this task. That's what I do, and it takes a matter of seconds to transfer files to the VM and run the makephn tcl script. As far as a "severe limitation"... that is out of my hands, this is what was used in the past and unless someone has an alternative - this is the only way to do accurate lip sync.
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View File CSLU Toolkit (No Online Licensing) Previous versions of the CSLU Toolkit could not be installed without an active licensing server. This was unavailable for almost two years. This program has been modified by myself and the original authors to allow for an installation without CSLU's servers being active. This program is required to create .phn files used for new .lip files. Instructions ------------ 1. Copy "CSLU Toolkit" folder to the following destination: "C:\Program Files (x86)\" 2. Open command prompt as administrator! 3. Change directory to "C:\Program Files (x86)\CSLU Toolkit" (command is: "CD C:\Program Files (x86)\CSLU Toolkit") 4. Run setup.bat (command is "setup.bat") Submitter Jenko Submitted 12/21/2018 Category Modding Tools
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Version 2.0.0
288 downloads
Previous versions of the CSLU Toolkit could not be installed without an active licensing server. This was unavailable for almost two years. This program has been modified by myself and the original authors to allow for an installation without CSLU's servers being active. This program is required to create .phn files used for new .lip files. Instructions ------------ 1. Copy "CSLU Toolkit" folder to the following destination: "C:\Program Files (x86)\" 2. Open command prompt as administrator! 3. Change directory to "C:\Program Files (x86)\CSLU Toolkit" (command is: "CD C:\Program Files (x86)\CSLU Toolkit") 4. Run setup.bat (command is "setup.bat") -
They did not - the staff at Oregon has abandoned the tool many, many years ago. They had to do quite a bit of digging through old documentation and files on old servers to help me out. I was given permission to distribute to anyone that needs it, however.
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I've been working with the staff at the University of Oregon, the people that own this tool, as well as one of the original authors of the CSLU Toolkit. Super helpful people! We finally came to a solution that allows the CSLU Toolkit to be installed on a computer again - WITHOUT their licensing server being active (even though it's a free program!). Obviously for me, animating KOTOR stuff for the movies, I needed this pretty badly! I've tested it and verified that it works (though not in Windows 8 or 10, it must be Windows 7 or lower). I'm not sure if I can distribute this new version of the CSLU Toolkit installation, I was given permission to do some from the University of Oregon, but am unsure about the site rules as I didn't author the original software or anything like that ... I only modified installation files and some other files within the program to allow installation and handle all that stuff. Wasn't easy, but I needed it working again!
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Quite happy about that. Been doing it for a while but haven't released anything I worked on...
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Sounds like you got it, but the Bastila vs Player training montage actually uses cutscene animations. So nothing that can be re-used elsewhere.
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Project C8-42 Comics: 10th Anniversary
Jenko replied to JCarter426's topic in Knights of the Old Republic General
Man, I think I told you already but this really takes me back. Has it really been ten years? Anyways - awesome look at some old, old projects. She was awesome! I was there too, haha. Thanks for putting this up for people to see, JC. We've all come a long way in ten years, totally cool to look back on it. -
Nihilus' animations are based on Malak's, yes. They have unique animations found on the models. Not 100% the same, Nihilus has a different idle saber stance. Plus support for some new K2 animations - like being force crushed.
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Oh, to make the crispy versions more obvious! Makes sense!
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Would you keep them in their underwear, or put them in their Jedi robes?
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Good eye, I wouldn't be surprised if that's the case. I often say that BioWare was lazy, mostly in jest, but... As far as changing content from K2 goes - I'd a bit hesitant to change things in the game that wanders too far from the original. I can see both of those points, the G-Wing and the Basilisk... Especially the G-Wing. That being said, I actually prefer the K2 Basilisk to the ones from the comics. But I know that's not a popular opinion. I'll have to watch through the BIK videos in the next few days and compile a list for what we would need.
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Revan: Rogue Jedi Fan Film Trailer
Jenko replied to Jenko's topic in Knights of the Old Republic General
4 - that's one of my favorite shots of the trailer! 5 - All JCarter426 for those. Have to make Taris not look so much like K1 Taris 7 - Yes, HK is. You may notice his textures are different to show an unfinished state. HK is just too good of a character to introduce that late into the Revan films, so we're bending some rules. -
Revan: Rogue Jedi Fan Film Trailer
Jenko replied to Jenko's topic in Knights of the Old Republic General
Yes, they have nozzles on the bottom sides, might be hard to tell in that shot. Ha. Logan's lips don't move in Episode I Special Edition out of consistency with Episodes II and III. A holdover from a simpler time when Xbox footage was used. It's a decision I went back and forth on many times while directing Episode 1 SE, to be honest. But ultimately, we weren't sure if an Episode II SE would be in the works (and even though it is, it's very much a side project for me while my main focus is on Revan: Rogue Jedi), and in Ep2 and 3, they don't move. So, the logic was to keep it all the same. -
Revan: Rogue Jedi Fan Film Trailer
Jenko replied to Jenko's topic in Knights of the Old Republic General
It's a bit silly, but kind of awesome in how silly it is. But, a big problem is that we don't have access to a model we could use for it. If we did, I would probably do a poster of it, time-permitting. -
Revan: Rogue Jedi Fan Film Trailer
Jenko replied to Jenko's topic in Knights of the Old Republic General
Brian DiDomenico is our sound guru, he took our dialogue and music and added the SFX you hear in the trailer - mixing the final result. He did a fantastic job! And please, ask any questions. I'm not a modder in the traditional sense - most of what I make is only viable for filming our movie using the game's assets and engine. But it's fun to share what we've created with the KOTOR community and showing what we've created, which recently has meant pushing the game to a whole new level. -
Revan: Rogue Jedi Fan Film Trailer
Jenko replied to Jenko's topic in Knights of the Old Republic General
Yes, it was time to finally use it. Getting riders on top of it in game, not easy but I'm glad the Obsidian left it in the game. Though I did have to scale it up 250% to be the proper size it's meant to be... -
Hello all! We put up a trailer for our next big KOTOR Machinima project. Myself, DarthYcey, and JCarter426 animated the footage you'll see below. As usual, Kevin Smets (KOTOR_Trilogy) was our director and voiced Revan here. Promise you haven't seen KOTOR like this before. And almost all of it was done in game
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Agree with Parametric. I'll be down to contribute my animation, camera work and filming experience to such a project. But organization will certainly be key. First step definitely will be to start a subforum and start seeing what's going to have to be done. I'll have to take a look at the BIKs and think about what we need.
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I actually have a fantastic example of this. I made this behind the scenes video of the swoop bike chase from KOTOR Episode 1 that I never got around to finishing.The scene was done in 3ds and then placed in game as a rendering engine. As JC said, in 3ds you have weird lighting, no grass, etc. This 3ds -> game technique would be used to animate the Hawk landing on a planets. Oh, and Kexikus, those are your HQ skyboxes on Dantooine
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The new tools don't make a difference with that really. It does mean I don't have to screw around with MDLOps, which I'm thankful for. But somewhat recently, JCarter426 and I basically found that we can create animated cameras in 3ds max and put them in the game. Instead of using Anicam.... Yuck. Anyways, even if compositing is required, it's much easier as the 3ds camera and the game's will match. But still, for lighting we'd put the animated Hawk in game. It's not terribly difficult and will yield the best results for recording things. EDIT: Anyways, I can contribute as time permits. Like I said, it might be limited but it seems like the animation piece that JC and I are versed in is the missing piece. If someone could organize it that would be ideal. ALSO! Fans of our movies will know that I'm also working on a Special Edition of KOTOR Episode 2: Veil of the Dark Side. So, I'd be looking to cross Dantooine, Manaan, Tatooine, Yavin IV and the Levithan off the list