seedhartha

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seedhartha last won the day on March 14

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About seedhartha

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  1. Objects using the same texture are merged in that particular area (and it makes total sense from performance standpoint). You'd have to manually separate geometry in Blender or NWmax.
  2. That is a known issue - same goes for pre-2.8 version of the add-on. Apparently, it has something to do with keyframe interpolation. Exported animations and imported armatures work OK though, so it's not exactly high on my todo list. I'm not aware of any hard limitations of KotorBlender, with regards to creating new characters. It may not have as many utilities as NWmax, it lacks tutorials, but you can certainly model, texture and rig new characters using KB.
  3. That is the most voted option so far, followed by feature-parity with vanilla (i.e. no alterations, until it is finished, haha). I'm surprised more people hadn't vote for co-op multiplayer. Starting that poll was a good idea - I'll make sure to adjust project priorities accordingly. Regarding real-time combat: it is going to be tricky due to how KotOR systems (e.g. d20 and animations) are orchestrated for turn-based combat: feats, Force Powers, damage calculation - everything is tied to these 3-second combat rounds. We're looking at some major balance-breaking changes, unless we find a good enough compromise (any ideas?).
  4. View File LIP Composer Python script I wrote to automate generating LIP files from text. It works by converting entered text to CMU phonemes using CMU pronouncing dictionary, and then converting CMU phonemes to KotOR phonemes. Keyframe times are linearly interpolated between 0.0 and entered sound length. When a word is not present in CMU dictionary, it will be converted to phonemes letter by letter. Requirements: Python 3 reone-tools 0.18 Usage: Determine the length of your sound file Edit tools_dir variable in compose_lip.py to point to reone-tools installation directory Execute the script from the command line, enter text and sound length when asked: `python compose_lip.py` output.lip is your generated LIP file - output.lip.json is its JSON representation Tweaking: Add words that were not recognized to cmudict-0.7b.txt Edit output.lip.json, compile using reone-tools: `reone-tools --to-lip output.lip.json` List of KotOR phonemes (aka shapes): 0 - EE 1 - EH 2 - SCHWA 3 - AH 4 - OH 5 - OOH 6 - Y 7 - S/TS 8 - F/V 9 - N/NG 10 - TH 11 - M/P/B 12 - T/D 13 - J/SH 14 - L/R 15 - K/G Submitter seedhartha Submitted 04/22/2021 Category Modding Tools  
  5. Version 0.18-git

    21 downloads

    Python script I wrote to automate generating LIP files from text. It works by converting entered text to CMU phonemes using CMU pronouncing dictionary, and then converting CMU phonemes to KotOR phonemes. Keyframe times are linearly interpolated between 0.0 and entered sound length. When a word is not present in CMU dictionary, it will be converted to phonemes letter by letter. Requirements: Python 3 reone-tools 0.18 Usage: Determine the length of your sound file Edit tools_dir variable in compose_lip.py to point to reone-tools installation directory Execute the script from the command line, enter text and sound length when asked: `python compose_lip.py` output.lip is your generated LIP file - output.lip.json is its JSON representation Tweaking: Add words that were not recognized to cmudict-0.7b.txt Edit output.lip.json, compile using reone-tools: `reone-tools --to-lip output.lip.json` List of KotOR phonemes (aka shapes): 0 - EE 1 - EH 2 - SCHWA 3 - AH 4 - OH 5 - OOH 6 - Y 7 - S/TS 8 - F/V 9 - N/NG 10 - TH 11 - M/P/B 12 - T/D 13 - J/SH 14 - L/R 15 - K/G
  6. Made a poll on /r/kotor regarding the future on reone. Feel free to chime in.
  7. It's doable in KotorBlender (I've tested editing supermodel animations not long ago). You'd have to determine the frame range of both animations, and manually copy position and orientation keyframes from one model into another, probably one object at a time (I don't believe this process is currently automated). Altough, if K1 and K2 models do indeed have different bone structures, then you're out of luck with this method.
  8. Thanks! That was to be expected, I suppose, since I do all my development and testing using a vanilla English version of KotOR. I've added this issue to the roadmap - will make sure to look into it.
  9. To give you an idea, here's what I managed so far. This really isn't the best example, and @lachjames got a lot further than that. These models were both trained for 10,000 iterations (around 1 hour of fine-tuning, after which the validation loss plateaus) using a method I described on my wiki page. Just to make it perfectly clear, this is not the project I'm actively working on, but rather a discovery I wanted to share, and a guide on how to get similar results. atton_as_canderous.mp3 bastila_as_kreia.mp3
  10. Yes, we are in close contact with @lachjames on the matter. I'm curious, what are these extra materials you're talking about? My primary source is TLK and DLG files, and I have sufficient tooling to extract this data.
  11. Hello, I have recently discovered this video, which got me interested in a field of speech synthesis. I have researched this subject and, as it turns out, today technology is quite capable of producing semi-realistic speech, which, I believe, is more than good enough for modders to do voice-overs. I was able to replicate results shown in this video, and while at it, made some Python scripts and sort of a guide on how to train a model on Bastila's (or any other character's) voice. Here's the link: https://github.com/seedhartha/reone/wiki/TTS-Research Training an AI model is a tedious and error-prone process, but this step can be avoided altogether if you use a pre-trained model. I'm not sure I want to make my models public due to legal concerns, but contact me if you're interested in the topic (i.e. you need a voice-over for your mod), and we can work something out.
  12. Status update: I'm releasing version 2.0.0, which is the first non-beta version of the updated add-on. I've tested it on quite a few models, doing modelling, texturing, rigging, animation, etc. I think KotorBlender is now on par with KotorMax in terms of functionality: it works equally well for editing (and creating) character and area models, and I'm quite happy with the result. Here's the excerpt from the release changelog: Rewritten handling of materials and lights (Eevee) Made materials configurable from Object Properties Implemented import & export of LYT files Implemented import & export of ASCII PTH files (reone-tools) Implemented armature creation (no animations yet) Fixed MDLedit compatibility issues Removed NWN-specific functionality Disabled minimap rendering (until later) Code cleanup and refactoring in accordance with Blender and Python code styles
  13. View File reone-tools Tools executable from the reone project. Features: Inspect and extract BIF, ERF and RIM archives Convert 2DA, GFF, TLK and LIP files to JSON Convert JSON files to 2DA, GFF, TLK and LIP Convert TPC images to TGA/TXI Unwrap audio files (WAV and MP3) Create RIM, ERF and MOD archives from directories Convert binary PTH to ASCII PTH and vice versa (KotorBlender) Refer to this Wiki page for usage instructions. Submitter seedhartha Submitted 04/01/2021 Category Modding Tools  
  14. Version 0.18-git

    47 downloads

    Tools executable from the reone project. Features: Inspect and extract BIF, ERF and RIM archives Convert 2DA, GFF, TLK and LIP files to JSON Convert JSON files to 2DA, GFF, TLK and LIP Convert TPC images to TGA/TXI Unwrap audio files (WAV and MP3) Create RIM, ERF and MOD archives from directories Convert binary PTH to ASCII PTH and vice versa (KotorBlender) Refer to this Wiki page for usage instructions.
  15. Status update: I've done a couple of beta releases (now at beta 4), where I've improved compatibility with MDLedit and added support for editing PTH files. For those interested in baking lightmaps or editing PTH files in KotorBlender, I've listed the necessary steps in the description.