yoshiharu

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Posts posted by yoshiharu


  1. 34 minutes ago, DarthParametric said:
    • You can see some "human-friendly" names in TSL's animations.2da, but K1 lacks a similar column.

    Thanks; I didn't know about that. How would I go about identifying the corresponding animations though? I see no mention of framerate numbers, nor the supermodel to which they belong.


    Speaking of which, I have played through all the anims in s_male 01-02, as well s_female 01-03 for both games @ 24 FPS in Blender, and I can't find what I'm looking for. Are there other player animations, like in cutscenes, or did I miss something? Thanks again.


  2.   

    12 hours ago, DarthParametric said:

    Why are you converting the models at all? KBlender loads binary models directly. The use of MDLEdit/MDLOps is only required when using KMax.

    Because KotOR Tool exports ASCII models unless you press the "Extract file" button, and KBlender didn't play nice with those. I figured it out. Thanks. ☺️

    S'more questions for you kind folk.

    • What is base framerate of KotOR animations?
    • Are they listed/named somewhere? I notice DLGEditor references things like "1006_DEAD" or "1011_DROP_TO_KNEES", but those numbers don't correspond to anything intuitive.
    • Despite toggling "Build Armature", KBlender does no such thing. Is it possible to get bones, or must I add them myself?

    Thank you.


  3. Hello. I'm trying to export a handful of animations from KotOR I and II into Blender, and have had mixed results. I understand most of the player animations are to be found in the supermodel (s_male01), but once I've converted the model from ascii to binary through MDLOps, BlenderBlender 3.6.0 tells me "unpack requires a buffer of 4 bytes" when I try to import the MDL. Not all models do this, but both supermodels do, unfortunately.

    What is there to be done? Thank you.