ebmar

Members
  • Content Count

    1,182
  • Joined

  • Last visited

  • Days Won

    43

ebmar last won the day on December 24 2021

ebmar had the most liked content!

Community Reputation

861 Jedi Grand Master

About ebmar

  • Rank
    Caffeinated Sith Lord

Profile Information

  • Gender
    Male
  • Location
    : Dromund Kaas

Recent Profile Visitors

44,024 profile views
  1. Greetings, so there's HK model [P_HK47.MDL/MDX] included with the archive and there's no documentation of what it's doing there. Can you help elaborate on that? Thanks for considering this.
  2. Yeah, was expecting that -- but the filesize's different between them so I thought it's something else. Ah I see, thanks for the confirmation.
  3. Greetings, So I found HK's model [P_HK47.MDL/MDX] inclusion in the data folder, though can't find any documentation of what it's doing there. Any missed-information I should know?
  4. Yeah, I was on a habit applying envmap to the sclera part so there it goes with this one as well.
  5. Quite opposite to what DP suggested -- I'm not encouraging you to use it, but if you know what you're doing--at least locally--it's worth a try. I'm using it along my TSL build, and are comfortable with. I'd enthusiastically use it for K1 as well if only it supports it, which apparently not. Be advised that I'm using GOG version of TSL, so I can't tell if things works the same with others [Steam, retail, etc.]. And to answer your questions -- Yes, you can for TSL but only one level apart, IIRC -- for example; Override \ GUI -- and not Override \ GUI \ Menu Only if you think you need to, or most importantly -- can. From my documentation should only be 2DAs and JRL. Whatever suited you, really. This is how my [TSL] Override's lookin' for reference --
  6. UTI is for Items [weapons, armors etc.], UTC is for Creatures [NPCs, etc.]. No, make it a habit to put back module-specific templates back to their own MODs/modules, such that one you mentioned above. You can use ERFEdit as the external-tool to work on it. As with Holocron Toolset @Cortisol might have better answer as I haven't tried the feature yet.
  7. For this type of change one will have to load/enter the module the first time to have it work. So in this case you'll need to load a [saved] game anywhere before landing on Dantooine. The basic idea is to have the game load the [object] templates before they're spawned into the module, otherwise they still carry the previous data prior to the edited ones. No you don't, and never have to edit the RIM -- ever, at least in K1. The game prioritize MOD over RIM, so any change you make to the MOD will take precedence shortly -- that, if you load it right. One will not need to edit RIMs' 'cause they're critical for rollbacks and/or debugging without having to reinstall the game.
  8. ebmar

    TOOL:tga2tpc

    Yeah, more or less. Basically,--speaking as an end-user of the format--I'm quite certain there are no differences regarding TGA vs TPC colors, pixels' positioning/orientation in such it'd make them details changing shapes or something -- and even if there's one there can only bits of jaggedness/artefacts at parts. However, I guess that's inevitable regarding how compression works -- like almost in general. But again, there are probably edge-cases like you experienced -- which I never had one, and that can be down to many things such as the [conversion] process itself.
  9. ebmar

    TOOL:tga2tpc

    tpcview takes account on rendering alpha-channel with the diffuse/texture, so that black area appear transparent there as it's applied with alpha-mask purposed for envmap in-game, if I call this matter correctly. Therefore, I don't see any issue regarding tga2tpc's TPC end-result -- particularly in this substance.
  10. That's not advisable -- as in your case then the baton will have Vibroblade's soundsets/SFX as defined in the baseitems.2DA [weaponmattype] -- unless you intent on having that. A rather proper route will be by adding new entry for it -- using one of the dual-wield melees as the template and edit the fields where necessary. However, it seems possible to use the current baton's ID and changing the value of weaponwield from 1 to 2 to match the other DW melees. Although I haven't tried to see if it's working [properly] or not. As JC said the game check for the specific lightsaber item types for FJ to function. Granted that your idea should work [like having a sword pointed to the saber item type], but you can't do much about the SFX--and its other specific traits--unless you don't give much concern about them.
  11. Actually I'd suggest you to just edit the OnEnter itself rather than calling/execute it from your script. That way can remove the hassle from having to edit the relevant field on the ARE/IFO. Granted, one can just make a unique name for a script that used for executing the original and placing it to the Override, but I believe that'd do more problems than it solve. Understandable that there are some edge cases which the original can't be decompiled, but if necessary just go with the editing. Not really aside of other members' source, vanilla scripts and once in a while I visit NWN Lexicon for relevant answers that can't be found anywhere. And not to forget asking other members for insights is a great educational resources as well. Though I find the best way to learn is by decompiling any of the binary, and make your way reconstructing them as readable as can be with intelligible constants -- for example [to where they fit into]; int 1 to TRUE, float 0.0 to DIRECTION_EAST, int 5 to ANIMATION_LOOPING_TALK_NORMAL, etc.]. Oh, and comments [started by // then followed with one] can go a long way too -- as our masters @Qui-Gon Glenn once taught me as well --
  12. No worries, the pleasure's mine. Anyway, in case you missed the added comments you should change the filename of the executed script/k_pdan_13_areaold to something less/equal to 16 characters. The script will still compile and the ExecuteScript function will fires -- it's just there's nothing to execute 'cause the game can't read it. Appreciate you think of me like that -- but I know there's more about the [KotOR] scripting world that I didn't understand yet, hahah. But as what I have now wouldn't be possible if not with helping hands from other members in the communities. As for scripting syntax [usage of logical AND && / logical OR || / logical NOT !] I'd suggest you to check on this one -- Introduction to Scripting Syntax - Tutorials: Scripting - The International House of Mojo Forums (mixnmojo.com)
  13. Try this, this one compiles for me -- void main() { int sID_FOUND_BOD1 = GetGlobalBoolean("FOUND_BOD1"); int sID_light_crys2 = GetGlobalBoolean("light_crys2"); // Checks if BOTH quest requirements are met if(sID_FOUND_BOD1 == TRUE && sID_light_crys2 == TRUE) { CreateObject(OBJECT_TYPE_CREATURE, "dan13_jed99", Location(Vector(160.04f, 84.16f, 12.62f), DIRECTION_EAST)); } // Better change the executed-script name as it exceeds the maximum 16 characters the game could read ExecuteScript("k_pdan_13_areaold", OBJECT_SELF); } Your problem was--as the compiler said so -- Error: Variable "check" defined multiple times in the same scope Although to be honest I was surprised looking at your script initially - thinking that'd work and the problem was on something else. Would be cool if the compiler can support that idea, I guess. And yeah, it had something to do with the and function within a script.
  14. Try this to swap Malak's appearance to his jawless one before the final sentences -- [K1]_Jawless_Malak_[End-Game]_BETA.7z Apparently it's fine as it is using the default jawless model/n_darthmalak02 -- as it already refer the regular model/N_DarthMalak as the Supermodel. Granted, the cape will clips with the floor but that to expected as it will require custom animations like Sithspecter's Revan's Flowing Cape mod -- which not something I could tackle. The script will work with a saved game inside the module so one don't have to re-enter looking for its first time. I don't provide the source with the archive but here's one to look at -- Nope, and I didn't plan working on one [said animations] in the meantime.
  15. Yeah it's possible to switch his appearance with the fade-in/out script that's currently available on the cutscene's setup. I think one can try porting the animations from the default model to there [or only change the reference of the supermodel]. I did working on a mod [not much been achieved though other than the appearance - as it stands now] that use the jawless model as well, and had the cape animations working -- Pretty sure it's sufficient with the regular-custom model -- we'll see about it. Edit: My post a bit late than JC, but yeah -- this one's define whether or not stunt model's needed --