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Everything posted by Sithspecter
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Very well done fan film on Darth Maul.
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How do I NOT Record These Sounds in SWTOR?
Sithspecter replied to Sith Holocron's topic in The Old Republic
Perhaps if you could identify the sound files, you could replace them with blank ones?- 5 replies
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- basic question
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(and 1 more)
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Have a source for that information? Permission from who?
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There's no reason to close the thread just because you've made a blog post on the topic.
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Checking Sleheyron's Wookieepedia for the reference to it's terrain links to an obscure, role-playing rulebook. If I had it handy, it would be interesting to see exactly what it said. I don't necessarily trust Wookieepedia in this matter, and prefer to rely on what we know from KotOR. The way I see it, nothing in KotOR says Sleheyron is volcanic. But, the Galaxy Map in KotOR say Korriban is. Either way, you won't see lava on Sleheyron. Like I said, we'll leave it ambiguous and the player can make their own assumptions about the planet.
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I'm not 100% certain that Sleheyron is the volcanic world. I'm more inclined to think it's the barren world. The Ebon Hawk's galaxy map has a description for Korriban that says, "Terrain: Volcanic Mountain Range". We see Korriban as a very mountainous place, which can very easily be indicative of volcanoes, active or dormant. Not necessarily the type of lava planet that we see in Mustafar, but lava nonetheless. I could go even further to say that the deep passages in the crypts and caves explored on Korriban was possibly partially filled with lava at one time, but that's just speculation. Sleheyron, on the other hand, seems to be a city build on fairly flat ground, which is typically not associated with volcanoes or lava. In my opinion, the only reason that Sleheyron has been associated as a volcanic or lava planet was because everyone assumed Korriban was the barren planet. And the evidence in KotOR seems to point to Korriban being the volcanic planet, despite the lack of visible lava. We're planning on leaving this somewhat ambiguous so that the player can draw their own conclusions.
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Blog #26 - Apeiron . . . The next project doomed to failure
Sithspecter commented on Sith Holocron's blog entry in Sith Holocron's Blog
If they don't have anything to show, then why are they screaming for attention? Seriously, publicity can wait. -
Blog #26 - Apeiron . . . The next project doomed to failure
Sithspecter commented on Sith Holocron's blog entry in Sith Holocron's Blog
In my opinion, they're getting a lot of their stuff from Sci-Fi 3D, and other existing assets from elsewhere. This is the worst offender, found on their Twitter feed. Looks like a 21st century pad with some cylindrical things glued to the walls and a Twi-lek on the TV. -
Blog #26 - Apeiron . . . The next project doomed to failure
Sithspecter commented on Sith Holocron's blog entry in Sith Holocron's Blog
Viewer: Is this legal? Apeiron: [Persuade/Lie]Yes...it's legal...because it's free. Viewer: It's free? Apeiron: [Persuade/Lie]Yes...it's free. But please give us your credits. Viewer: I just thought you said this was free? Does free necessarily mean legal? Are you just trying to take my money? HK-47: Observation: Master, these meatbags aren't taking the bait. We'll have to get their credits the "old-fashioned" way. Charging blasters. -
Couldn't you have a conversation when clicking on the workbench where you choose to enter the lightsaber portion or the regular workbench? Choosing regular workbench takes you to that interface, choosing lightsaber takes you to that specific interface. Problem solved.
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[SPOILERS] Is a video for this a bad idea, people?
Sithspecter replied to Sith Holocron's topic in M4-78 Enhancement Project
Here's a thought; I've heard that part of the problem of so many NPCs is not necessarily the models themselves, but the scripts that run for each of them. I'm not sure how the droids are setup, but I'm assuming that they are NPCs with standard scripts running. What if they made a placeable model of the droids in the deactivated state, and substituted those instead? I'd think it's at least worth a shot. -
I was literally about to suggest this as well. We could have another dedicated "workbench" or lightsaber upgrade station on the Ebon Hawk, maybe even a couple other places also. My reason for choosing T3 to do it was so that you got a little more interaction with him, and being able to combine crystals away from the Ebon Hawk.
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Have you checked out my Crossguard Lightsabers mod? I was able to effectively add a new upgradeable lightsaber type with a little scripting creativity Since we can't add new columns in appearance.2da, we've got to do the models based on what crystal is in the lightsaber. In the instance of my crossguard lightsabers, I chose to add a new essentially blank item, the crossguard emitter. Talking to T3, if you have a crossguard emitter and a color crystal, you can combine them to yield a new "crossguard crystal", for which the new lines in upcrystals.2da correspond. This approach allows the player to use the color crystals they find naturally in the game in the new lightsabers. While it has its flaws, it's a viable workaround.
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Yes, it's very possible. If you add a disguise function to the helmet, you can point it to a new row of appearance.2da, which in turn will allow you to control which head the player has while wearing a mask. You'd likely need one for males and one for females though.
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SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
What did you do for baseitems .2da? Did you add a new row? There might be some extraneous fields that I wasn't aware of that could make the difference. It might be helpful to reference the lightsaber or quarterstaff rows. Also, did you try combat with it afterwards? -
SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
Which version of MDLOps did you use? If all the animations are simple movements, you might could try exporting through MDLOps 0.5. -
SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
Yep, gotta love those mysterious little quirks that the tools put out. -
SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
Awesome!! Looks great! I'm glad you went for the animation and all! Not sure what the deal is with the knob? Maybe seems like a pivot point issue. Oh, and I do remember that the scale keys work. I played around with those when I made the crossguard lightsabers. -
SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
The only way that I got my sword to work with animations was to import an existing KotOR model into 3DSMax with animations, and use that AuroraBase to export. What I would recommend is to bring a quarterstaff model into 3DSMax using MDLOps 0.6a and NWMax, and then animate yours based on the AuroraBase's animation sets. Rename the AuroraBase and then export. Another thing to note is that the scale animation might not work...I'm not 100% certain on this. Let me know if it works or doesn't, because I'm curious. One last thing that's essential to allowing this to work: you'll need to open up baseitems.2da, and find the row of whatever baseitem you are making this (or make a new one), but the column titled "powereditem" needs to be set to 1. You could also add sounds if you like. Let me know how this helps, I think this will be pretty awesome! -
I was able to add columns to the .2da file after exporting it using KotOR Tool to .xml format. KotOR Tool's .2da Editor even opened it up and showed the columns, however it deleted them when I attempted to save.
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SWTOR-Style Zakuulan Exile's Blaster
Sithspecter replied to DarthParametric's topic in Work In Progress
I think animating the blade would be within the realm of possibilities. A while back I made a sword that retracted into the hilt, and it worked alright: http://deadlystream.com/forum/files/file/712-yinchorr-dueling-sword/ The blade operation was actually very similar to what you have. If you want, I'd even be willing to take a crack at it. -
I noted this as well. However, whatever properties make the blade "blur" are locked somewhere deep inside the .mdl and we can't do anything about that with the shortcomings in MDLOps. I did some experimentation and I think maybe it's an emitter that makes the blur, but I can't really be sure. Either way, there's no method of editing it currently.
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It was a lot more work than I anticipated...
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File Name: Crossguard Lightsabers File Submitter: Sithspecter File Submitted: 08 Jan 2016 File Category: Mods K1R Compatible: Yes A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Crossguard Lightsabers By Sithspecter Description: You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations, plus Kylo Ren's lightsaber, to Knights of the Old Republic. Each of the regular crossguard lightsabers is completely upgradeable. Kylo Ren's lightsaber is not upgradeable, but features animated blade textures to give it the unstable plasma look as seen the The Force Awakens. Use: Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable, this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be used in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two item. You can get crossguard lightsabers in the following locations: Dantooine: Blue crossguard lightsaber on Nemo's body Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to Kylo Ren's lightsaber, emitter in Marka Ragnos's tomb Tatooine: Emitter in Kraayt Dragon cave Unknown World: Emitter on The One's body Yavin Station: Suvam Tam will sell you 2 emitters (1 in each of his 2nd and 3rd inventory iterations, available after Leviathan) Cheats: g_i_crossguard - Emitter which can be bonded with any color crystal in the default game g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable) g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable) g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable) g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable) g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable) g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable) g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable) g_w_kylosaber - Kylo Ren's lightsaber Installation: 1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override Folder 2. Profit INCOMPATIBILITY: DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS LIKELY INCOMPATIBLE WITH MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD AND OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND REINSTALL THIS MOD. Bugs: Due to limitations with current KotOR modding tools, there are a few very minor issues with this mod. The largest issue is that when you enter any module, the crossguard lightsabers will be extended and will not retract after any period of time. If you hit the "flourish" key or unequip and re-equip the crossguard lightsabers, the saber will retract normally until you enter another module. I cannot fix this bug, it is caused by incomplete code in the tools that we have and I do not have the expertise to edit the tool. Credit: Thanks to Fair Strides for helping me troubleshoot the animation issues I was having, essentially writing all the required scripts for me, and for letting me make this mod in spite of my policy of only working on Sleheyron. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Credit goes to Kainzorus Prime for the Prequel Robe Replacement mod seen in the screenshots. You can download it here: http://deadlystream.com/forum/files/file/412-kotor-prequel-robe-replacement/ Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Click here to download this file