Salk

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Everything posted by Salk

  1. Hello! Does anyone know if GetNearestCreature() can be used to detect a dead creature with the CREATURE_TYPE_IS_ALIVE parameter? I am using a UD script for doors to automatically close if there are no creatures within a certain distance but it seems bodies of dead creatures escape the loop. Worth mentioning maybe is the fact that I am using a "body stay" modification as well which may make things more complicated.
  2. Not sure I get what you are saying. I also see no links.
  3. Well, rather then wait for the new version I thought I'd provide some feedback that might be of some use after testing 1.0. Due to the fact that I needed integrating this modification into my own installation I had to manually inject all the TSL Patcher changes so please keep this in mind (i.e. human error on my part is a possibility, despite my best efforts to avoid it by double checking what I was doing). Bastila is facing the Player when she should instead be facing Carth (lev40_bast400.dlg [E54]). The camera's field of view should be adjusted to allow for 4:3 resolution because the way it is now Carth is talking and half of his body is cut out (lev40_bast400.dlg [Camera IDs 100 & 103 - I locally changed their FoV to 75 and 80 respectively and that seems to be good enough). The party cell door is now a forcefield and needs the additional sound added to the .GIT and the addition of the sound off script in the "OnOpen" door field. But honestly I don't even hear the forcefield sound from any of the force fields in the area. Either I am deaf or something is wrong. (Original Issue)I chose Juhani as jail breaker and in her cutscene she attacks a SIth Soldier but the lightsaber is not showing. It activates after she's killed her enemy, making for a rather ludicrous scene. (Original Issue)All three models (Carth, Player, Bastila) inside the torture cages suffer of some weird light issues causing some part of their bodies (ex. Bastila corners of her eyes) to be too bright without any apparent reason. This applies to several body parts but I suspect it is an original issue. (Original Issue) After lifting the force fields via computer, a cutscene starts where Rodians and Sith Soldiers are about to face each other for battle. It is very clumsily done, with the actors scrambling to find their destination before any combat ensues. I suggest a relocation of the waypoints and other minor adjustments to make it smoother. (Original Issue) The recovered equipment will be showing as new items in the inventory but if I remember correctly this is a game engine limitations we can not do anything about. Suggestion: in the lev40_carth.dlg cutscene we never get a nice camera shot showing the whole group standing in the Ebon Hakw's center room. Adding one static camera to do this at a few dialogue junctions would be a good idea. Actually no need to add any, it is enough to use the module's camera 1 at E7. Suggestion: change lev40_torturer.utc's appearance (currently a Sith Soldier) Suggestion: change name for three Sith Soldier originally called "Technician". "Sith Guard" like others in the area would be more correct. Everything went smoothly enough otherwise and I tested using a female protagonist. EDIT: Additional generic observation. Why do the "Force Field" doors even display the Bash icon? It should not be there at all because they shouldn't be destroyable. Enabling the Plot flag might be a solution. And I don't even think that the name "Cell Door" is really appropriate. I locally changed their name to Force Field (string #408).
  4. DP, one curiosity: are you now using Blender for your animating and modeling work?
  5. DP, I really like the idea of Revan replacing Malak in the Main Menu but I don't use a widescreen format so I was wondering how annoying/easy it would be to adjust this to a 4:3 resolution. Can you perhaps give me a few hints?
  6. DP, I noticed that the new stuntroom44ad.mdx file has a size of 0. Is that normal?
  7. Sithspecter, may I ask whether you are at a stage where you no longer need any input from the community about different options?
  8. Interesting. But wouldn't this create havoc for all scripts that can run more than once and that trust identifying the same object each time?
  9. Hello! I am hoping someone ( @DarthParametricor @JCarter426, maybe?) could help me figure something out. During my testing I have been wondering in what order the game engine populates objects of the same kind and I was surprised when I made a specific test (with minimal intrusion affecting the original game installation). After the name of the object in the function GetObjectByTag(), it is possible to identify the nTh object bearing the same tag but which one in the area gets the "zero" and the successive numbers? My test was in the Taris - South Apartments module (tar_m02aa) where we have four doors with the same tag (ptar_lockde). One of the rooms that have such door is the room where Dia is. When I leave the Taris Apartment for the first time, there will be a cutscene and a fight. After that, I discovered that the door to Dia's room was identified as 1, meaning the remaining three doors were 0, 2 and 3. But when the same area is reloaded (and it does not matter if it is after I save and then load or if I leave the area and then return) it seems the doors no longer have the same enumeration. Now door 1 is the next one anti-clockwise (the room that houses a female Twi'lek). How do we make heads or tails out of this? Am I missing something obvious? Thanks!
  10. Thanks for the very exhaustive explanation there, DP. One more question, if you please: would you consider duplicating Canderous' equipment (in case he is the jail breaker) and add it back for the player to find under the condition that the container where his items are is not being checked?
  11. Hi DP! Just one question. Could you please clarify what the following means? Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. What and how did you change in regards to the transition? I am using a customized version of K1R's restored cutscene of Sith Soldiers boarding the Ebon Hawk so I think there might be some incompatibilities. Thanks!
  12. I think you can contact an admin and they'll fix it for you.
  13. Thanks for this. But the file was uploaded in the wrong section (K1).
    Another excellent modification that bear Darth Parametric's quality mark. As usual, recommended.
  14. Thanks for this new modification of yours, DP. Top notch stuff, as usual. Looking forward to the future updates as well!
  15. Thanks, DP! I didn't remember ebmar uploading those files earlier. I guess I should have made a more thorough search.
  16. Hello! I was wondering if someone has extracted all the original K1's .TXI files and, in that case, if they could so kindly upload them somewhere.
  17. I have also been having a critical problem installing trying to install this modification today. The TSL Patcher never really did finish patching but rather shut itself down after adding some files. When I tried running it a second time, it gave me an error message (not very unexpectedly, considering what happened the first time). Just in case it may be of any interest this is the error message received: Error: Unhandled exception: External exception C000001D (0) On top of that, it seems the .dlg file that ships with this modification contains several orphaned nodes. Even if it might be harmless, I'd feel safer using this modification if there were none.
  18. Hello! Does it matter whether I install the Community Patch or TSLRCM first?
  19. Hello, PapaZinos! Great mod! I was wondering if you may be game to do the same for JC's port here? Cheers!
  20. Hello, Quanon! Thanks for your answer and for adding the normal maps. May I direct you to another feedback I provided a few days ago about another one of your graphical enhancements? It is here, just in case it escaped your notice. Thanks again!
  21. Hello, Qui-Gon Glenn! I thought about it too and it may be worth a try but I think there might be an issue when saving/loading the game. void main() { int nEvent = GetUserDefinedEventNumber(); if (nEvent == 2002) { object oTarget = GetLastPerceived(); if ((GetLastPerceptionSeen()) && GetIsPC(oTarget)) { // Bonus off } if ((GetLastPerceptionVanished()) && GetIsPC(oTarget)) { // Bonus on } } } Let's say I save the game after a party member was perceived. If I am not mistaken, the OnPerception event won't run when loading it again.
  22. Hello, Quanon! In the description it is mentioned normal maps being included and not just upscaled but rerendered. I checked the archive and, if I am not mistaken, there is not a single normal map in it. There are a few .txi files for the normal maps which are the very same the original game uses. Is this correct or am I missing something?
  23. Hello! While testing some of the latest (and great) improvement made by @PapaZinos to the Ebon Hawk I happened to notice how some textures and models needed deeper intervention. Unfortunately I do not have the skills required to do what @Sith Holocroncalled "frames". These two great modders would lend their talent when it comes to working with models and with texture but with doing frames we hit a snag. I am opening this topic just to check if we could find some kind (and talented) soul who could help us finalize this small project. All I can do is to try and explain in better detail what it is about here. In short, despite the geometry and texture improvements, there are still some ugliness left in our beloved spaceship. Since images are worth more than words I attach two here which are taken from K1's Ebon Hawk cockpit: As PapaZinos put it "Yes, unfortunately it really just comes down to the original textures not being made with the actual models in mind. A lot of those dark areas are the edges of a texture that were not made to be in the middle of a panel. The best solution would be new textures made for those specific models that replicate the original look but are properly organized for the size and dimensions of those panels. The model could then be altered to use those textures. I am not sure if anyone is interested in that work, perhaps you could ask Sith Holocron about it." Sith Holocron could not unfortunately tackle the task after checking what needed to be done. So... what needs to be done? I will quote again our resident Ebon Hawk architect PapaZinos, answering SH's questions "Can you make it so they are newly mapped for differently named textures? And if so, what sizes would they need to be?" : "Yes, I can swap out the old texture for a newly-named done, as well as remap them. They could be any size, it would just be a matter of the portion of a texture intended for that panel being the shape of said panel. If it is not already the same shape, it will be warped to the same shape so as to fit the model, which is when you get messed-up textures that are squeezed, stretched, or otherwise misshapen-looking. The large rectangular panel on the left side wall behind the co-pilot's chair, for instance, is about 1.8m tall and 2.033m across. The large rectangular panel to the right of the galaxy map is about 1.71m tall and 1.915 across. The panel above it is fairly unique so I just drew up the measurements for it. A texture made for those panels would ideally contain a relevant section for that panel of roughly those proportions so as to match the model shape and avoid getting warped." Example: And here's PapaZinos' instructions about how to do things right, providing a template as well (attachment below): "Assuming one texture per each of the three main panels, I would recommend naming new textures as in the included screenshot: LEH_cp01 for the large rectangular panel behind the co-pilot's chair, LEH_cp02 for the more uniquely-shaped panel to the right of the galaxy map, and LEH_cp03 for the large rectangular panel below. I have included below a 7z containing the cockpit model (a version with the animation fix, and a version without, use whichever you prefer for testing) with those panels set to use textures by those names, which may be used as a template for testing purposes. The LEH_cp01 panel is mapped at the same size to the top left corner of the texture, LEH_cp02 to the bottom left, and the LEH_cp03 panel has been resized and mapped to the top left of its texture. I will also include a .tpc of the original LEH_scre02 texture as well, though it is up to whomever is willing to take this on to decide what version of that texture to use as the basis for the new ones. The original could be used, or Salk's upscaled version, or Dark Hope's take as well, as long as permission is given. The final version needed here can be as simple as a reorganization of computer panel elements from some version of LEH_scre02 designed to fit that model. This would involve taking the disparate elements of LEH_scre02 used, for instance, on the LEH_cp01 panel and creating a new texture which places them all together in the texture such that there are no awkward cutoffs either in the middle of nor at the edges of the model. Those cutoffs and strange spacing issues are the main issue here, and using elements from some version of LEH_scre02 will make it much easier to fit to the model dimensions." This was a very long post. Thanks for patiently reading all the way through here. If any of you who did that can also help creating the necessary assets, please just reply to this topic and either myself, PapaZinos or Sith Holocron will try to coordinate efforts. What is particularly beneficial is the fact that this would benefit both KotOR and TSL equally much since both games use the same resources in this case. Cheers! EDIT: Forgot to attach the file... m12aa_01p_template.7z