Salk

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Everything posted by Salk

  1. I find this is a wonderful community full of talented people that are always ready to lend a hand. God knows how many times I have been bothering many of the most knowledgeable modders for help, advice and tips. I am sure all those who contribute their talent to your project are doing it with the confidence it is going to see the light of the day and that it is going to be a massive success. Godspeed, Sithspecter.
  2. I can't thank you enough for the wonderful tutorial there, JC! I wouldn't have ever figured it out by myself. How do you get into that very nice, clean view that shows so clearly the bed's walkmesh, the room and very little else? I have such a messy view in my own Perspective window. If I get stuck somewhere in the process I hope I can ask for your advice again. Cheers!
  3. I agree. As atmosphere goes, I think the new version is a definite improvement. Thanks for the comparison images.
  4. Sithspecter, that looks real good to me. If it is not too much trouble, could you also post (if you have them with you) a couple of pictures with the old lightmaps for the landing bay? Thanks and godspeed!
  5. Hello again. I installed Gmax (the cost of 3dsMax is way out of my pockets) and then the KOTORMax plugin, following the installation instructions. The software seems to have installed correctly. From what I understand I need to use MDLedit to load the relevant room model and the save it as ASCII and then load that file into GMax by using KotorMax's Import function under the MDL loading menu? For starters, how do I know which room is the room I want? Kotor Tool shows me a series of files (m10ab_13a-m10ab_25a). I can see the whole module layout loading it into Kotor Toolset but it doesn't seem to tell me which room is which (although I guess you can use the coordinates to figure out their position). Then I would like to add to that room a walkable walkmesh area inside one of the beds to spawn my creature on. Probably I would like to do it for other rooms too. Does the .wok file needs to be modified as well? I assume that the relevant .wok file is the one that shares the same room number. GMax and KOTORMax with all those options seem quite daunting to me but I hope that what I need to do isn't going to be too complicated. Cheers! PS - I am attaching a screenshot of my Gmax window. I can see the bed where I want to place my creature but I really have no idea how to add/edit the mesh there.
  6. One more question: what tools do I need to do the job? It's unexplored territory for me.
  7. Very interesting. Thanks for all the valuable information, DP. I think you should be cloned. 😄 Cheers!
  8. If anyone could share this no longer downloadable tutorial, I'd be grateful for the assistance. Thanks!
  9. Hello! Has anyone found a soundset for Quarren NPCs? Cheers! EDIT: I suppose it is possible to use the Aqualish soundset from TSL? In that case, where is it to be found? EDIT2: I think I figured it out. If anyone is interested to know, since porting from the two games is now allowed, it is just a matter of creating a new .ssf file with Kotor Tool, adding an entry to the soundset.2da list, add the sounds to the .tlk file and place the relevant files in the streamsounds folder of the games. DeadMan explained it here.
  10. That was it. I did have a texture replacement and I must say losing it is a big downside effect since the replacement is way better than the original texture. Is there any way I can keep them both? Otherwise it is back to version 1.1 for me.
  11. Hello DP! I have manually uninstalled version 1.1 from my game and tried to install 1.2 in order to remove all those placeables.2da entries that previous versions added. The problem I have is that the tanks are empty. There are no floating bodies anymore. The TSL Patcher doesn't report any error and the update .mdl and .mdx files are correctly in the override folder. I also checked the .git file and entry 0 and 22 are also modified accordingly (plc_invisible). Any idea what the issue might be? Thanks!
  12. Thanks for the advice, DP. I am working on K1. I have already come to your same conclusion by checking the Peragus101 module. I noticed there is a placeable called MorgueKreia that's been used there. I'll try and investigate the possibility of creating a placeable even if there is a limit since I believe there is still some space available in my own placeables.2da file. After all I would need only one single slot. Where would you recommend I'd start looking into how to create a placeable that uses a full body model creature? What tools are needed for it? Cheers!
  13. Hello! I am trying (without much success) to do something that should be quite simple but for me it isn't. There are a series of beds in a few rooms and I would like to add a few NPCs there making them look they are asleep. They are just going to be props, no interaction other than just a sleeping sound/text. What I did was to spawn such NPC and use ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, -1.0). The first problem is that the creature doesn't spawn where I want. Apparently the Z position value seems to not make any difference so that it always spawns on the floor. Not only that but also the X and Y position coordinates don't translate well. Furthermore, while ANIMATION_LOOPING_DEAD_PRONE is not too bad, it is not really ideal. Is there any better workaround? Ideally it should be something like the comatose Kreia in Peragus. Thanks for reading and for possible help. Cheers!
  14. We all hope to see you back with us soon. ;)

    Best of luck with real life commitments!

    1. jc2

      jc2

      Best wishes FS!

  15. My two cents about death matches in the arena: no. Not only would the tone of the game be affected but the one death match in the game with Bendak Starkiller would lose much poignancy. There is the important matter of internal consistency to be taken in consideration, especially when adding a whole new planet to the game.
  16. Hello! I don't seem to understand why the following script (attached as OnOpen to a door file) works only for the currently selected character (the one opening the door) but doesn't produce any result for the other two party members. What am I missing? void main() { object oParty0 = GetPartyMemberByIndex(0); object oParty1 = GetPartyMemberByIndex(1); object oParty2 = GetPartyMemberByIndex(2); AssignCommand(oParty0, ActionPlayAnimation(15, 1.0, 10.0)); AssignCommand(oParty1, ActionPlayAnimation(15, 1.0, 10.0)); AssignCommand(oParty2, ActionPlayAnimation(15, 1.0, 10.0)); } Thanks! EDIT: I made a few searches and to answer my own question (but I would like to know if this is going to cause other kind of problems), it seems I can get all three party members play the above animation by changing the code to something very convoluted: void main() { object oParty0 = GetPartyMemberByIndex(0); object oParty1 = GetPartyMemberByIndex(1); object oParty2 = GetPartyMemberByIndex(2); AssignCommand(oParty0, ClearAllActions()); AssignCommand(oParty0, ActionDoCommand(SetCommandable(TRUE, oParty0))); AssignCommand(oParty0, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty0)); AssignCommand(oParty1, ClearAllActions()); AssignCommand(oParty1, ActionDoCommand(SetCommandable(TRUE, oParty1))); AssignCommand(oParty1, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty1)); AssignCommand(oParty2, ClearAllActions()); AssignCommand(oParty2, ActionDoCommand(SetCommandable(TRUE, oParty2))); AssignCommand(oParty2, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty2)); }
  17. Hello! I am in the process of integrating a good chunk of the restored missing Black Vulkar base area into my own customized mod pack and I have a few simple questions, hoping someone who played both K1R 1.0 and 1.1/1.2 could answer: 1) Overall, was it better with or without the added custom (Caalin Ette) content later on cut by the K1R team? 2) What was the best/worst part of the restoration itself? 3) What could be done to improve it? Thanks!
  18. Hello! Can someone tell me how to add/remove/edit map notes for specific areas? Thanks!
  19. Impressive! Thanks for the update, Kexikus. I am looking forward to see what the Unknown World skybox will look like. A question: will there be an animated skybox also for K1? Cheers!
  20. I surely like the first one better. The reason, in my case, is simply that I find the color choice to be more appropriate. On top of that, it is closer to the original color of the vanilla sky as well.
  21. I think this is the best skybox you have ever created, Kexikus. So astonishing that will make me look at all those other ones being sad that they won't all be as beautifully animated as this one.
  22. Hello! When I exit Anchorhead and enter the Dune Sea, the Wraids spawn far to the right of the Sandcrawler and they do not move, making me think that their spawn script may not be doing the job right. I was wondering if someone else could reproduce this? Cheers!
  23. Yes, that is exactly what I was thinking to do with Tatooine and any other area that has a non flat surface. Thanks for the suggestion.
  24. If I go for the latter, can I disable that effect just in particular areas where I'd rather not have it at all then? And thanks for the suggestion.