-
Content Count
1,197 -
Joined
-
Last visited
-
Days Won
45
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by ebmar
-
Awesome stuff, jc2! The trailer is movie-like, and those teasing gameplay element.... Best of luck until the release time comes; looking very forwards to it!
- 1 comment
-
- lme
- mandalorian
-
(and 8 more)
Tagged with:
-
Many thanks for the attempt! Very much appreciated. Here are some results of the attached fix, without the previous script-fix installed: The patcher works flawlessly- and the result is awesome! I was confused as I don't see any "file" inside the 'tslpatchdata' beside an .ini and .rtf- and I think I haven't seen any kind of this installation before lol. I didn't notice any odd appearance or problem at all with Vrook's orientation, placement or any direction issue particularly with K1R version. He seems to be "act" well; as seen in the screenshots below: But also I can't surely recall the differences between vanilla with K1R version because it's been a while since my last time using a vanilla installation. π€
-
Thanks for the insight! Anyway, it seems the bug already reported couple of times in the respective thread. But as far as it goes no response yet from the thread master.
-
More likely; as the only difference that made this issue matter was a "-". That is bizarre. π€ Sure thing, I'll have it reported soon.
-
Ah well- it is confirmed then. KotOR 1 Restoration did it with the Vandar's glitch as seen in this playthrough's footage [started at 11:06]. Screenshots of the glitch from the footage:
-
There are indeed two installed mod that were using DANM13 module in my current playthrough: KotOR 1 Restoration Diversified Jedi Captives on the Star Forge - Optional: Jedi Captives Appear on Dantooine [installed on top of K1R]
-
It works! Thank you. Copy that! Anyway, I'm still curious for what's causing this issue in the first place; as I have seen some footage in YouTube that Vandar's direction was indeed facing to the right direction. π€
-
Got it; thank you for the heads-up! Again; many thanks on considering.
-
Nope- wasn't with the first try, but I have now- and the most recent script is working! Fantastic- thanks! Anyway; didn't mean to push my luck here lol. Could you do the same with Vandar's direction but is before the cutscene's trigger: He doesn't turn away again; what I mean was with the first quarter of the scene he still facing the unknown.
-
It is; the particular scene occurred the first time we visit the Council with Bastila. Could very well be me with this post lol. So odd. I thought it was a universal issue which everyone pretty much experience the same. You have any idea where the issue came from? π€ It works! But only three-quarters of the scene. As with the very first arrival scene; Master Vandar is still stare into the abyss: Nevertheless; thanks for the attempt!
-
Greetings, fellow Jedi! Hope y'all doing fine. It'd be awesome if someone release a fix for Vandar's false direction; as seen in the screenshot: I believe a fix to the particular cutscene would be necessary as that is one of the important scenes in game and kind of an introductory to the Councils; particularly Master Vandar. Many thanks for considering this and, May the Force be with You!
-
Yeah that was the source model- here it is; the decompiled binary models: [attachment_removed] Ah I see. π€
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Awesome! It's reddish tone blends really well with the game; particularly with the HK scene.
-
Sure! Here it is to be inspected: [attachment_removed] And as I do a retest; it is confirmed that the issue only occurred when recompile the model with MDLOps v1.0.0: Could very well be with your mangled Taris' arena glass, perhaps? π€
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Yup; I believe that's what you do with "Diversified Wounded Republic Soldiers on Taris" as I don't see any sign of placeables.2da or UTP inside the package. π We'll see- with my current skill I could hardly see any end-result to that lol. Anyways; out of topic but still talking about the particular placeables: I have just recompile its MDL/MDX along with its PWK and when I test it in-game, I see something odd with the texture [I couldn't generate an actual screenshot as I have deleted the odd model, but I try to illustrate what's happening with the drawed line]: When I recompile the binary to ASCII and back to binary again with MDLOps v1.0.0 [couple of times just to make sure that the issue is in the recompiling process], I get a black line that is stretched similar as seen in the screenshot. And then I repeat but this time using MDLedit v1.0.3, I got the proper result at the first try; as there is no black line which make it seems to be a stretched texture. Would you mind explaining what that is? Is that what they called seam? π€
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
More likely; as only with this PLC installed I already have 251 rows used in placeables.2da [not including BoS:SR]. And thanks for the advice! Yes, it was originally a placeables [PLC_commPanel] in TSL. Hell- how did I missed that?! Yes, many thanks for the heads-up! I totally forgot about its existence to tell truth [as I rarely used it in the 'Override' folder]. Again, thanks!
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Finally, after hours [overnight; to be exact lol ] looking back-and-forth between your instructions- @DarthParametric, and this tutorial written by the Legends; I got the PLC spawned at the exact location: In the end it was DP's instructions that gets the job pretty much done; but what takes me forever with the attempt was I didn't thought that I still need to do entry with placeables.2da, and create a particular UTP for the PLC [RIP brain]. To place the PLC wasn't too difficult as we can actually get an exact location using "whereami" cheat but, to knowing what-to-do with those assets that is right in the face was the overkill. And I thought at first using script method was to bypass the 255's placeables.2da rows limit lol RIP. Anyway; as the PLC is walk-through-able it seems the work is not finished yet. Is it something to do with the walkmeshes? π€
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Okay, if the tag of the PLC is: PLC_TSLCpnl, and the coordinate that I want it to be placed is: (179.16, 65.40, 0.00) Did I walk the right path with this? void main() { if ((GetEnteringObject() == GetFirstPC())) { if( GetObjectByTag( "PLC_TSLCpnl" ) == OBJECT_INVALID ) { CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_TSLCpnl", Location(Vector(179.16.25,65.40,0.00), 180.0)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_TSLCpnlShp", Location(Vector179.16.25,65.40,0.00), 90.0)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_TSLCpnlDckEnt", Location(Vector(179.16.25,65.40,0.00), 180.0)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_TSLCpnlCanEnt", Location(Vector(179.16.25,65.40,0.00), 180.0)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_TSLCpnlRefEnt", Location(Vector(179.16.25,65.40,0.00), 90.0)); } ExecuteScript("k_PLC_TSLCpnl_enter_ORIG", OBJECT_SELF); } } and should I name the file as k_PLC_TSLCpnl_enter_ORIG.nss [to be later compiled to .ncs]? Edit: I must be breaking the game with those setups lol. π
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Okay, I have got the particular GIT file [m02ac.git] file and have it opened with GFFEditor. Perhaps the most important thing I have to understand at this point is; where can I get the OnEnter script of the particular module? Apologize for the laborious explanation because I'm zero with scripting. π
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
So before going on with the attempt though I have to ask things: Is the "PLC_301" refers to the particular PLC that I want to put into the module? Does all the things you mentioned above [UTP, GIT] are packed inside the particular module? Thanks!
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
Greetings, fellow Jedi! Hope y'all doing fine. I am here to ask for an assistance: How to place a custom placeable(s) to a [custom] module? Many thanks for considering this!
- 17 replies
-
- modules
- placeables
-
(and 2 more)
Tagged with:
-
As an addition to DarthParametric information; this instructional discussions [including pictures] pretty much covered the area you will need to get most porting things done. Be well with the attempt! Edit: And make sure you have these tools with you going forwards: KOTOR TOOL MDLOps MDLedit
-
[Update: 11/25/2018] Development has been going for v1.2.0. What's new in the upcoming version? A fresh and new computer panel with animated transparent screen; which pattern is more Star Wars-y and its whole texture will pretty much be done from scratch. Hope I can pull this off lol. π€ This will be my first ever done from scratch texture work so, keep the expectations low Essentially, I'm looking to have the panel look more similar to what they seen in the movies of late but at the same time want it blend nicely with the vanilla state of the game. I hope the rest of its UV's won't play tricks on me lol. Edit: This awesome entry by Sith Holocron is one of the inspiration on working with this update. Those awesome panels there is amazingly inspiring.
-
After watching The Lion King's teaser-trailer I lowkey hoping Disney pull of one 3D animation SW movie using the same engine in the future. Knights of the Old Republic.... Dang with all the resource they have I suppose they can easily nailed the luxurious beauty of the Old Republic; but why they don't just do it?!
-
Quote
That's not how movies work......
Lol what a mess I thought they were rendered in the same fashion [such things as Frostbite, CryEngine or RAGE existed in animated movies industry] as video games. π€ͺ
-
Nah. They bake them for days before they're composited into the final film. That's why back in the day, "Pre-Rendered" cutscenes tendedΒ to look laughably better than the game that followed.
-
Quote
such things as Frostbite, CryEngine or RAGE existed in animated movies industry
Sure, they exist for pre-visualisation purposes. You don't make actual movies in a game engine (not Hollywood-level movies anyway). That said, there is an emerging market for real time stuff with game engines in lower level things like advertisements. Epic is really pushing hard with Unreal in that segment. Even there though traditional CG still holds sway, and is likely to do so for many years yet.
- Show next comments 72 more
-
-
Yes, I understand. Apologize if my words is confusing. π My point is, when a model that is bumpchecked with v1.0.3 is linked to a texture that is using a bumpyshiny on its TXI- the shine effect won't work. Sounds odd, but that is a fact; at the very least is on my end. When I load the said model again and then re-checked the tangentspace flag with v1.0.102b, the shine effect still won't work. But if, I generate a new model using KTool [untouched with v1.0.3] and bumpchecked it with v1.0.102b, the shine effect [that is applied to the texture] works. π€ Yup, that's what I'm doing recently; switching around between these two amazing tools. Thanks for the suggestion anyway!